Halfgeek's Recent Forum Activity

  • Nice work! Its good fun and very retro. 5 stars from me!

    I ran it on my LG G Pad (LG-V500) it its just silk smooth.

    How easy was it to do the iFrame ad on Crosswalk?

    ps. If i click on your facebook it brings me to a page no longer exist and its stuck there cannot press back to exit. have to force close app.

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  • Wow that's pretty cool, well done <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Just a quick note, it would be very useful to allow skipping dialog once you've read it. I read the dialog quickly then had to wait for each sentence to change. Not everyone reads at the same speed.

    I was a massive fan of Wing Commander/Privateer so was looking forward to a first person perspective lol. Still good though <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Thanks. Did you try any of the missions yet?

    As for the top-down, it's just easier to do and fitting for mobiles with the touch controls. I really can't play mobile games with twin digital pad/stick on screen. Seems to be quite a common thing too.

    I had thought about the dialog skip, but most of the dialog occur at the start, once the brief intro/tutorial is done the rest of the game is low dialog except for a few story missions.

    Also just added it on Greenlight, not expecting to actually be greenlit but may as well try: http://steamcommunity.com/sharedfiles/f ... =274647892

  • I'm using an ACER A1 tablet. it runs fine and on subsequent runs, the LUDEI flash screen popped up.. however that first run is the critical one.. so i'm not sure anything can be done but if you see a lot of quick uninstalls before anyone even did anything, then you might want to check that

    Thanks.

    I've never tested on an intel atom device or 4:3 ratio devices, its interesting that it runs ok (besides the slow loading times).

    So far the feedback I'm getting is either an awesome game or bad cos it crashes or fail to load. I'm sorting out the block list of devices to remove all the older stuff that wouldn't run the game.

    Really wish for a minimum spec block list.

  • Only one if you want proper Ads and IAPs: CocoonJS

    The best would be Crosswalk/XDK but it still needs official Ad & IAP support.

  • For PC? Easy.

    For mobiles? Possible but it will take an experienced C2 user.

  • Would you consider lowering the resolution req a little? I have a 7 inch galaxy tab 2, the screen is big enough I'd say. But the game says unsupported.

    BTW When was the game first uploaded? You got to 500+ installs pretty fast. What's your secret?

    You can play it with lower res devices, but I have blocked a bunch of Samsung devices from accessing the game for now due to a bug in V8 & CJS that crashes on them. Hopefully its fixed next week.

    It was released last week. 500+ installs is pretty low because I havent advertised it anywhere besides a few gaming forums.

    I'm still hoping a few Android review sites pick it up... but it prolly wont happen, very few of them give no-fame indie devs a chance. They all review Angry Birds Epic or Boom Beach etc etc.

  • nice game, well done.

    I thought it had crashed however as it took about 15 seconds to load up and the "powered by LUDEI" flash screen did not appear. nearly de-installed it on the spot.

    R

    Yeah its unfortunate with bigger games and CJS, just takes awhile to load. On most of my devices it took 24s to load but I do see the powered by Ludei screen immediately.

    What device are you running it on and can I ask how well its running?

  • I can see your current control scheme like that work well with a physical gamepad, but for a touch screen UI only? Seems a bit clumsy after I played it for awhile.

    If you have time, do try it with a one touch scheme and see which is better on a mobile.

  • Ashley jayderyu

    I run few quick tests with the new ejecta master template. Memory engagement look very effective, I was surprised to find out that the memory usage drops occasionally even while playing a game (!)

    Many thanks to Ejecta team and to Ashley

    https://dl.dropboxusercontent.com/u/8918895/Screenshot%202014-06-20%2014.38.26.png

    WOW! That is more like it!

    Looks like Ejecta is now ready for the big time!!

    ps. Has anyone got C2/Ejecta iOS games working with IAP? I recall Ashley said the C2 IAP object *should* work for Ejecta... but haven't heard anyone actually got it to work.

  • If its made for mobiles, my main concern is the control scheme.

    Why not make it simpler, with just one-touch to target and fire. Touch on the screen and the turret rotates to that direction and fire.

    Think of a user on a tablet, its often on their lap or a desk etc, one touch control would be a lot more easier to play.

  • I took this up with Dominic (lead dev of Ejecta) and Dominic managed to identify an Ejecta bug that was causing WebGL to fail to delete textures. The patch has been submitted to the main codebase (https://github.com/phoboslab/Ejecta). Try re-downloading the files and let me know if memory management is working better.

    Excellent, glad its just a small bug and doesn't require a lot of work to fix!

    Looking forward to the results MaorKeshet !

  • In my experience, a turret firing a bullet sprite will create that sprite at whatever the angle the turret is facing.

    Predictive aim with the same speed as the bullet sprite's bullet.speed will therefore rotate the turret to be pointing in front of a target.

    Thus, when a bullet sprite is created, its angle is pointing to where the target will be when it travels there and collide moments later. I don't have a problem with angles and what not.

    Do you just spawn the sprite with bullet behavior On Shoot, or you add a angle correction following spawning the sprite as well?

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Halfgeek

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