Allchix's Recent Forum Activity

  • Hello ArcaEd, thanks alot for this course. I bet you are helping a lot of people out with this lesson (including me).

    Do you also plan on showing how to actually publish a game for android/ IOS? Or just how to monitize it once it IS online? I think there is a lot of confusion on how to actually publish a game juding on forum posts, especially for IOS.

    My applologies if there is a tutorial for that already, I didnt inform myself in that regard too well so far, since my game is still in developement as yet. I just thought I might enquire about publishing, since your topic is related.

    Thank you =)

  • Nutzaboutpoker

    Neither I nor other members of my group lied to nintendo.

    On the form, bring applications and games designed, we communicate our goals, our resources and our projects.

    And we admitted.

    We introduce ourselves as an developer games online group in formularrio Nintendo and they agreed.

    Besides this the phone conversation held with them, plus they asked us about our latest project. And all this was achieved with a free license. Now I understand, there is perhaps envy this.

    Envy? You ask us for money dude, and you say that?

    I just googled your game' Petty Planet First Land ' and to me it lookes like you made it with construct 2 because you are using the clay.io plugin and you are selling it. Yet you are saying you only have a free version of construct 2, which prohibits commerial use.

    I am puzzled here.

  • So, since my upcoming games wont have adds but only IAP, I focus on 512+ MB RAM phones. I just assume that everyone who still has a phone below 512 RAM is either not interested in playing on their phone, or wont spend any money on IAP.

    Since Cocoonjs has great overall performance, but bad RAM management, I think the real question here is, how much RAM can my game occupy, before I start loosing the market share, I am interested in.

    Therefore, why don't we collect real life phone data, where people state how much free RAM a:

    1. 128 RAM phone has

    2. 256 RAM phone has

    etc etc

    Then we can combine:

    • Free ram per phone generation
    • market share of phone generation
    • how much ram can my game use before i start loosing such and such % market share
  • You are not asking for too much, if anything youre asking for exactly the right^^

    So, there are dropbox and google drive tutorials, but i tried them both and they are outdated and dont work.

    Here is a method for google drive that work, i tested it last week:

    www(x).scirra.com/forum/how-to-upload-your-game-to-google-drive_topic78604.html

    Remove x

  • hey mate, is that your whole, publish ready game file as capx? this is a great community, but its so dangerous what you are doing. did you publish it somewhere already to prove that youre the owner? Better remove the link, offer a demo, and when someone wants to help you, send them the whole game link.

  • If you want to make money with your game, i would recomment not going above 150mb ram. Till 150 is fine. Thats still 75% of the market. Less is nearly impossible with cocoonjs, except if you intend to publish an endless runner with one background and a one track sound loop.

    As guideline: My game is 9mb when exported to cocoonjs, 17mb as app. Memory usage 120mb ram.

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  • lucid - I still have the issue where my nodewebkit exports don't show the animations. I know they are there, as I have things spawning on their location, but they are not visible. And as someone else here exported the exact same capx and it works fine.

    So, any ideas what could be going wrong? Is there some setting somewhere that might be causing this? It's been like this the last 3 betas and nothing I have tried seems to work.

    Tobye

    Hi Tobye,

    I had the same problem as you. My spriter animations worked in preview for chrome and node web-kid, but not when I exported.

    For some reason the issue got resolved, when I put something into the "starting entity" and "starting animation". I dont know why exactly, because I only filled those fields for one of my characters, and even with a wrong starting entity, but suddenly my sprites where there when I exported.

    I would suggest that you do the same. Just mess around abit, and export your project a few times.

    Ah and dont tick minify script when you export ( at least I read that somewhere).

    I hope that helps

  • Why dont you just ask ashley to publish it here rather than on amazon? Maybe youre intentions are good, but at the moment you are selling someone elses property. Cant you easily get sued for that? I find it quite dangerous that you just did that without consent.

  • EDIT: Here, I made you a capx, as requested. I was always lost with vague answers when I was new to construct 2 and capx helped me most.

    I made you a yellow sprite with a instant variable, there you can set the time for each level. as soon as you touch the red sprite ( the goal), the remaining time will add to your coins.

    https:[x]//www.dropbox.com/s/ih9wxal4f4c5h7a/TimeToCoints.capx

    remove [x]

  • IntelRobert : My bad, Spriter animations are working with Crosswalk.

    I also did some further FPS tests with my game.

    CocoonJS:

    Samsung Galaxy S III: 60 FPS

    Nexus 7 (2012, the old one): 60 FPS

    Memory: 80-100 MB RAM

    Crosswalk:

    Samsung Galaxy S III: 58 FPS

    Nexus 7 (2012, the old one): 38 FPS

    Memory: 140-150 MB RAM

    I still get some delay with sound effects sometimes in Crosswalk, but all in all I am happy with the responsiveness of the new exporter.

    IntelRobert, do you know if the memory usage will be optimized in the near future? Apart from that and some other minor issues, I see great potential in Crosswalk.

    Also, please excuse my ignorance, but can anyone tell me, what the best exporter for IOS is at the moment? I can see that you can export to IOS with the Intel software too, but I think Crosswalk is Android exclusive?

    I would prefer to publish all my apps for Android and IOS with Intel, rather than with CocoonJS.

    Thank you.

  • Intelrobert: First, thank you so much for your open communication with the community. I think we all here appreciate that very much.

    So I tested the new exporter as well but I noticed 3 things:

    1. My Spriter animations aren't working. They work perfectly fine in Chrome, Node-Webkit and CocoonJS. I use the most up to date version of spriter/ the plugin and all my animations are running on ".scon"

    2. My game uses even more memory ( RAM ) than it did with CocoonJS. In Construct 2, testing with Chrome, it says 12 MB. With CocoonJS I get 80-100 MB, with Crosswalk I get 140 MB. Which is very surprising. I don't know if I do something wrong here, since I though Crosswalk handles memory well.

    3. Playing the game feels a bit "wobbly", like playing a website hosted HTML 5 game on your phone. CocoonJS feels more natural and like a real app here. The framerate was OK with Crosswalk. I don't know how to find out the exact FPS, but It felt mostly fluent ( with CocoonJS the game runs with 60 FPS). Next the CPU usage was higher than with CocoonJS: Crosswalk 5% CPU, Cocoonjs: 1-3% CPU.

    All in all, I trust that Intel will make Crosswalk work properly. I am just skeptic, if they will manage to capture the 100% native app feel eventually.

    Did anyone make similar experiences with memory management and Spriter animations?

  • If Microsoft is so desperate, maybe they shouldn't have made a developer license so expensive. Microsoft smartphones only have something like 3.3% market share, yet their license costs as much as apple's.

    Normally you would assume, MS quickly wants to close the app gap to android and apple by attracting developers with cheap prices, but it looks like MS has their own genius plans.

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Allchix

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