blekdar's Recent Forum Activity

  • Ashley Yes I'm aware that is the current work around. Unfortunately for me that won't work since the amount of music Blitz has causes the game to crash when it loads roughly half of the tracks, so it's not a viable work around. This will happen regardless whether or not I load them at the start of the game or try to stagger it with loading them throughout the game, since there is no method of unloading the tracks that aren't being used.

    I do find it interesting that cocooon.io's canvasplus is able to preload music and play it reliably. I gather that it doesn't rely on apple's webview so it's able to get around some of it's limitations. The unfortunate part is that canvasplus' performance doesn't match wkwebview's, which has been stellar performance from a mobile stand point. I realize I could fix this with some heavy optimizing, but it's super frustrating that one option has the performance, while the other has correctly working music.

    matrixreal This is interesting, is there a method to detect if a music file has been successfully preloaded?

  • Yes I couldn't help but noticing this after uploading the full game.

    Back to the experimenting page, gonna play around and see what results I get with wkwebview, as that's where the performance is at.

    May post a bug report here too, to help get ashley's attention.

  • mrmeteor Thanks, I'll probably do a little post mortem after I launch the mobile builds. I mean the game hasn't been exactly earth shattering in terms of sales, but I can't complain at the units + reaction.

    In terms of reaching customers, I try to post regularly on twitter + tumblr shots / videos of my game, gets some people asking questions + builds interest. About a month before hand I set up an account at dodistribute.com to sort of filter a bunch of the key requests I got into one place, then proceeded to send an insane amount of keys to press / streamers / youtubers with some success here and there.

    The best benefit about the steam version is that it's given me wayyyy more feedback than I have gotten previously, and has gotten quite a bit more hype looking forward to the mobile version, so I'm curious as to whether or not I can capitalize on that. I'll probably write about that afterwards, if there's anything worth writing

    Were there any specific questions you had about the steam process?

  • I just uploaded a sort of sound test app using cocoon.io's canvas plus, using all of blitz breaker's music files. It looks like it uses .ogg files instead of .m4a.

    Anyways the files preloaded up perfectly and played without requiring a touch event and without a gap. Going to explore this and see how the game's performance is in general.

  • AnD4D It can be used for nw.js, I know that for sure. It's what I've been doing for my game's music and it works flawlessly on PC. You can use it for sounds too if you have 'preload sounds' set to off in the editor. The issue I'm running into though is that if I do that on mobile, it uses up too much RAM and causes the app to crash.

  • Hey everyone,

    I've been prepping Blitz Breaker for mobile release, and have been running into some major issues with audio.

    One of the game's biggest selling points is how awesome the music is, so ensuring it plays smoothly is pretty pinnacle. The issues I'm running into kind of muck up that smoothness.

    • First off, does preloading music not work on mobile? I've been using it on nw.js and it works just fine, but when I load the game up onto iOS or test it through mobile safari, I can't help but notice delays in the music loading. Also if I use the combination of 'Preload audio' action and the 'All preloads complete' condition, it just hangs on mobile, while working correctly through nw.js
    • When playing music via the steaming method, there is a brutal noticeable delay when it loops. Is there anyway around this?
    • I can work around the whole 'needs a touch event to start playing' but the delays are agonizing, especially when it loops.
    • If all else fails, are there methods of reducing the footprint putting the music in the sound folder would take? I've tried reducing the quality but it didn't make any difference, and still crashes upon preloading it all through sounds.

    If I am missing anything or if anyone has any tips please let me know. Thanks!

  • http://bonchogames.com/blitzbreaker

    Hey guys, I'm mostly a solo independent developer, and somehow managed to release my first game on steam (with releases on mobile to follow)! It just launched for $3 US, and I would like to say a little blurb about it.

    What is it?

    Blitz Breaker is a simple, accessible twitch platformer with one small change: Your character can't run. Play as an adorable little robot named Blitz, where your goal is to escape the factory you were built in. The problem is that it seems like everything is trying to break you! That is, with the exception of Chip: A friendly computer helper who is totally your friend!

    Gameplay

    The gameplay is as simple as it is satisfying. Blitz can only jump, and perform an air dash in one of 4 directions. Upon colliding with an object that doesn't break you, you are free to dash again. Use this to navigate a variety of challenges and hazards, including spikes, cannons, missiles, lasers, mines and even giant mechanical monsters.

    Featuring challenging but fair difficulty, the skill lies in your timing, and ability to react. Perfecting these skills grants you stars, which are used to unlock additional heads to dress Blitz up in. Your ability to search and explore can lead you to secrets, and keys to portals harboring even greater challenges.

    Interested / Want to spread the word?

    You can check out the Steam Page here: http://store.steampowered.com/app/416110

    Or you can check out the itch page: http://boncho-games.itch.io/blitz-breaker

    I tweet stuff related to it (will be doing some giveaways this week): https://twitter.com/blekdar

  • It's out! It's out! Blitz Breaker is now out on Steam / Itch.io / Humble Store! I am so stoked!

    You can check it out here: http://store.steampowered.com/app/416110/

    And here: http://bonchogames.com/blitzbreaker

    And here: https://www.humblebundle.com/store/p/bl ... storefront

    If you guys want to help out with spreading the word, here's the main tweet: https://twitter.com/blekdar/status/694571253345050624

    And a tumblr post as well: http://bonchogames.tumblr.com/post/1385 ... and-itchio

    I'll be popping in and out to let you guys know how the launch is going, the reaction has been positive so far.

    Cheers everyone!

  • Blitz Breaker is hitting up Steam on Feb 2: http://store.steampowered.com/app/416110

    As well as itch.io: http://bonchogames.com/blitzbreaker

    Humble store as well, I'll post the link once it's finalized.

  • Don't really have a 'company twitter', just a personal one I use to announce my game dev stuff: http://twitter.com/blekdar

    Also use a tumblr page as well: http://bonchogames.com

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    Steam

    It happens to my project as well, but it's inconsistent.

    Sometimes after closing my project, running r220 on nw.js 0.13 beta 2, there is a left over process that uses about 270mb of ram. This is kind of a major issue for me, as it causes steam to think the game is still running, and cannot be opened again until the process has been ended.

    I'm going to roll back to alpha 7 to see if the issue persists.

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blekdar

Member since 8 Apr, 2014

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