Artpunk's Recent Forum Activity

  • +1 for the duck.

  • Mission Update:

    CyberDuck! Wake up, we have a situation! A top-secret Artificial Intelligence has escaped containment and slipped into the network. Intel suggests the Rogue A.I has united the crime syndicates and taken over as leader. Its calling itself GODBOT. A crime wave is sweeping the city as GODBOT strives to take control!

    Find GODBOT and DESTROY it.

    Project

    Ive been working on this game for a little while now. It's very much a work in progress but they say its a good idea to promote your game from the earliest stages, so Ill start posting about development from now on.

    The game is using the C3 runtime and Im trying to keep it all Construct official plugins as much as possible.

    CyberDuck is an action / puzzle platformer. You can collect weapons and unlock different characters. Target platforms are Android, iOS, Facebook Instant Games and probably Steam. Would love to try for Xbox but Im not sure if it will be possible.

    Itch.io Game Page: littleadventures.itch.io/cyberduck

    Itch.io Devlog: littleadventures.itch.io/cyberduck/devlog

    Twitter: twitter.com/lukasinspace

    Playable Demo

    Demo now available on itch.io (html5): littleadventures.itch.io/cyberduck

    You can play it using keyboard on a desktop / laptop, or using touch on a touch-enabled device. Controller support coming at some point.

    Game Progress

    Some fun with exploding crates.

    Weapon types / shell casings.

    Getting some loot out of a vending machine.

  • I didnt find it too difficult. It seems to have a pretty good balance of being challenging without being mercilessly hard or something.

    Im using a Pixel2 and the game plays very smoothly. I haven't noticed any janks or jerkiness at all.

    Can I ask what process you're using to build your apk?

  • I gave your game a test run, its cool I like it. Youve got some funny characters happening, and a little story. I like how the hero is a bit of a loser that the villagers got stuck with coz the real heros were off doing more important things. I think quirky / fun aspects of a game can boost its chances of being featured. So keep focusing on that Id say. You've obviously put a lot of hours in. Here's some feedback.

    -I think it deserves better music. You might consider putting some money down to get a composer to make some nicer 8 bit tunes for it.

    -I think the collision areas for your controls need to be a bit bigger. I kept missing the jump and attack buttons at critical times, causing me to lose hp. But it could be fixed easily by just expanding the collision area around the buttons.

    -I agree with plinkie that the timer needs to be visible in-game. You need to be able to easily see if you are within your best time or already blown it. I dont think you should remove the timer altogether because I think there are communities of gamers who are really into speed running games. They make twitch videos showing their speed runs etc. So its actually a good feature, you can target that niche. But it definitely changes the game from being an exploring type game to a speed runner. One way to to deal with it could be to provide a toggle in settings to turn speed run on and off. Initially people might play it as an exploring game, searching each level thoroughly to kill the enemies / search for secrets / power ups etc. Then later once they've played the game through, there is the option to toggle on speed run mode, and get crazy trying to shave fractions of a second off their best times for each level etc.

    Or that might be completely different to what you were trying to achieve. Just thoughts.

  • Ah good to know, thanks Lancifer

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  • Started doing some testing today using remote preview. I noticed that if I try to preview on my Android device I get a black screen if 'use worker' is enabled in project settings. If i disable 'use worker' the game previews as expected. This was the case for 3 different browsers on Android. Im not sure if this is a bug or if its what you'd expect to see? Like, maybe the 'use worker' setting is not supported on mobile browsers or something??

    I can make a bug report if needed.

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  • After Trying Kriand's example file, which does a good job (thanks), I can see there are issues with the screen update/refresh again. The platform moves an amount then the player moves afterwards. They are not updated together and not in sync. This looks so rough, it's unusable in games.

    Unless I avoid moving platforms in my platform game, which kinda needs platforms that are moving to be a 'full' platformer (in my mind). My games gonna look rough.

    Pretty disappointed to say the least.

    Hey JayH extremely late post here. I came across your thread when i was searching the forum for something else. You're using C2, did you try using rexrainbow's ZigZag behaviour? That works pretty well for moving platforms, although im not sure it will solve the problem you're having.

  • Thanks for the info Nepeo Ashley

    Im not seeing any obvious difference with cpu or gpu usage. I might see less janks, as in 0 janks where before I would get a very occasional one, its hard to tell though.

    Is hosting in a web-worker likely to improve performance on mobile?

  • In C3 r137 the option to Host in a web worker is available in project settings. Im wondering how to measure if this setting affects the performance of my game? I can look at gameplay and try to decide if it runs smoother, has less jankiness etc, but that's a bit subjective. How would I more accurately measure whether hosting in a worker improves performance? Or is it just a given that enabling 'host in a worker' will give smoother gameplay?

    How should it impact cpu usage for example?

  • > Huge congrats on achieving such success! Im playing your game right now :P

    >

    > Can I ask what generates more revenue in this game, the ads or the the iAPs to purchase in-game currency?

    Thank you!

    Revenue: 50% IAPs - 50% Ads :D

    Ok. So its worth it to have the iAPs in the game then. Good to know.

  • Yeah thats cool. Ill have an experiment and see if I can get a system like that working.

    Mostly what I have is smashable crates that should stay smashed and some collectible items that should stay collected when player returns to layout. But they should be in default positions when level is restarted.

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Artpunk

Member since 10 Apr, 2014

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