Halfgeek's Recent Forum Activity

  • Nice work!

  • Yea, everyone I know that plays Pokemon GO complains about batteries now, lol. This is why we are designing for PC for now...

    Well, the gamers complaint about it but it doesn't stop them playing anyway! I think they know, something like an iPhone 6 or typical mobile, will go flat in around 3 hours gaming seriously. I don't like it, but I'm not actually a mobile gamer so I see it differently.

    My point is C2 games can work great on mobiles, so it's a good idea to think about porting over your games to these platforms too. Additional sales or passive income is great.

  • hey great you got the Steam Achievements working.. did you use MadSpy's plugin?

    if so can you tell us what versions of C2 and Node you are using with it?

    I use Scirra's experimental Greenworks and NW.js 0.13.

    I find no difference in NW 0.14 to 0.16 in performance, so there's no point in me using those newer ones. 0.13 is fast, smooth and stable.

    I'm on C2 227. I posted about that in the Greenworks thread in the general forum.

    The bad thing about NW is it still fails to load on OSX for big games, once you get above 1000 assets, you pretty much cannot export to MAC. Linux however works!

  • I only wish mobile makers would get serious about increasing battery life, because as soon as you load CPU/GPU on these devices, they got flat real fast. It's more like they are made for idling rather than serious gaming.

    Besides that, C2 + Mobiles & PC = great currently!

    The "New Game, Continue" are blurry sprites I made on purpose, on PC it fades out after a few seconds of inactivity so the background battles come into play and it becomes like a stress test / screen saver.

    I ran it on a Galaxy Tab A (1024 x 768 resolution), which has terrible hardware and it was running really smooth! But I was hesitant to recommend it, knowing that there's so many older Android devices which can have issues with Chromium.

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  • Just noticed that this had arrived on android have downloaded and am enjoying it so far

    Great work

    Thanks Darth!

    I'm personally impressed with how far Chromium has come, it's got excellent performance and smoothness these days, light years ahead of the situation a year ago.

    And interestingly enough, I had quite a few emails from Russian players asking for RU translation. It's my fault this one, well, newbie mistake and also lack of $$ for good translation services.

    All in all, I am happy it's finally on iOS & Android too. Early days but it's selling better than I was hoping for on Android. I figured $7.99 is such a big price for mobile games, it would be rejected and nobody buys it, Android specifically with problems with piracy. But I was wrong in my expectations.

  • OK that was great. The game was perfectly stable, the phone didn't get hot AT ALL and on top it was fairly fun. So it IS possible and I need to get my shit together. Thanks for that!

    If all you're worried about is stability or performance, then don't be.

    https://itunes.apple.com/app/id1088622798

    https://play.google.com/store/apps/deve ... d=Halfgeek

    C2 is great for mobiles, despite some drawbacks, but event & game optimizations can do great things.

  • I can report that yes, playing a sound every 1 second does indeed fix the issue.

  • Heh I was running into this today when I finally got my game working on Android, sound would randomly cut off after a short play session and no more sounds at all. Music however, plays fine!

    It seems to not affect music normally. However, on suspend and resume, there's no audio whatsoever.

    Jesus google chromium always manages to reintroduce breaking bugs. /facepalm

    I'm going to test playing this sound every second to see if it resolves the issue. But this is impacting Webview & XDK Crosswalk.

  • https://play.google.com/store/apps/deta ... ized&hl=en

    This was a success on iOS.

  • In my experience, performance is comparable.

  • I've had this problem ever since NW 0.10.5 all the way to the most recent I can test it on, 0.13 to 0.15.

    This is an old problem: https://github.com/nwjs/nw.js/issues/3307

    I was hoping it would be fixed eventually but it seems to be an OSX limit on the number of files (images loading) opened at once by Chromium.

    I wanted to ask if Apple or Chromium is aware?

  • > You have to understand the Nexus 5X is vastly more powerful than the iPhone 5 in terms of hardware.

    >

    Yes of course, I understand that. I was just curious to know how powerful the iOS devices were that you were testing on to get outstanding performance. I haven't had the chance to test on iPhone6 yet, Im hoping performance will be as smooth the Nexus.

    Smoother. 60 fps lock with even less CPU utilization than on Android.

    Need to enable WKWebView, I use Intel XDK for iOS.

    https://itunes.apple.com/app/id1088622798

    Btw, the regular iPhone 6 is about as powerful on hardware as the Nexus 5. The iPhone 6 Plus is even faster.

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Halfgeek

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