Artpunk's Recent Forum Activity

  • not compatible with Alcatel one

    So Alcatel OneTouch? Is it running Android? If so what version of Android?

    When you say it's not compatible, can you give more detail please?

  • I'm playing on Motorola Moto E 2 (Android 6.0). Performance is very good.

    Hi bambo thanks for telling me, thats good to know. So far feedback on performance has been overwhelmingly positive, which is a relief.

    It took me a while to complete 6th level. Then I got stuck on the 12th level. I couldn't go through these crazy plants firing from the right side on the third floor. Now I'm on the 14th.

    If you are having trouble finding the last chick in a level its probably because it's hiding in a secret area, so look for hidden openings in the walls / floors / ceilings.

    Tip: Butterflies tell you if a secret is near

    I wonder if it wasn't a good idea to implement some checkpoints (which the game restarts from after death) in harder or longer level so that player wouldn't have to repeat the same things many times till he come to the point that is a challenge for him.

    Well the game is meant to be challenging in the way that Super Meat Boy is challenging. For each level you need to remember the location of obstacles and collectables, then use fine control and timing to navigate through the level without dying. So the game is designed specifically to be challenging like that.. Having checkpoints would make it a different kind of game.

    Later in the game as the levels get longer the player is able to find shields and armor which give you additional hitpoints, so you dont die instantly. So that gives your more chances to make it through longer levels.

    But even though I designed it to be challenging I think I still made it too hard lol! I wonder if anyone has made it to the Castle levels yet? (lev 37+).

    Once Ive ironed all the bugs out of Cluckles' Adventure I'm planning to make another platformer that would have checkpoints and the player would start with 3 lives etc..

    There's some issue with ads displaying. I can see some of them but quite many times something goes wrong and freezes game and I need to press pause button and restart the game to keep playing.

    Ok this is a problem. This bug was reported by another user previously and I thought I had fixed it.

    The way it *should* work is, every 8th time the player dies an ad is shown. The first 2 ads will be static ads (like just a static image), the 3rd ad should be a video.

    Can you please provide some more detail about this? So it happens on player death, the game doesn't restart? Does anything show on the screen? Like a loading bar as if an advertisement is trying to load?

    When you notice this bug is your device connected to the internet or offline? If online are you connected by wi-fi or cellular data?

    It's probably more likely to happen if you have a poor internet connection and the ad isn't able to load, but even if an ad fails to load the game shouldn't hang, the level should restart.

    Let me know and ill try to fix this in the next update.

    I'm about to implement for the first time ads in my game and put it in google store. Could you tell me which ads service and wrapper do you use? Did you follow some instructions which you could give link to?

    Yes I am using the Cranberry Cordova plugins for ads, iAP and achievements.

    I use the Cordova Chartboost plugin for ads. It was very easy to get it working. You need to set up an account on the Chartboost website.

    Im using XDK to build the game, but cocoon.io is also very good. I tested extensively and I can confirm that Cordova Chartboost also works on cocoon.

    I dont think there was a specific tutorial I followed to set up the Chartboost plugin but the examples posted by AndreasR are very useful. If you download the 'Cocoon Chartboost' example it demonstrates how to use the Cordova Charboost plugin. Even though he has optimized it for Cocoon you can use it for XDK as well.

  • Are you using the Browser object's 'request fullscreen' action? When are you calling it?

    I think you need to use a user input trigger with the 'Browser > request fullscreen' (like 'on any touch', or 'on object clicked' or something).

    If you are using 'On Start of Layout > Browser > request fullscreen', it could be ignored, and therefore your game wont open in fullscreen.

  • Ah ok, well it looks the same on my phone. I guess its not in full screen on my phone either that being the case? But I think it still looks good. I seriously didnt notice.

  • Hey I think I managed to fix the bug you identified where the player falls through platforms unexpectedly. It was caused by mistakes I made in the events controlling the downward 'swipe' that allows the player to drop through JumpThru platforms. It should be fixed in the next update Im about to release.

  • ...Some of the "navigating" is not as intuitive as it should be...(try adding some (arrows pointing where to go they do that in Mario and other platformers to "nudge" the player in the right direction) it feels more like an exploration game sometimes...

    I implemented your idea of putting arrows throughout the levels to direct the player towards the level exit. Hopefully this will stop the player from feeling lost at any point.

    I placed arrows only to point the way to the exit. It's up to the player to explore other parts of the levels to find the chicks and secret areas.

    There is definitely meant be an element of exploration in the game. Exploration is rewarded because if the player finds a secret area it will be hiding a chick, a shield / armor or a switch that the player may need to achieve a perfect star for the level.

  • Artpunk, When remaking the Jump-thru behavior from scratch, one would have to check, for each solid object, if the player at a Y of -1 is overlapping the solid object. If not, enable collisions with that object.

    In this case, one could simply use this check to, rather than enable/disable collisions, add if player is falling, and if so, set vector Y to 0.

    The fact that this is happening, though, points to a problem with how you've implemented controls, positioning, collision masks, etc. It could be anything, but this kind of functionality doesn't happen naturally with platform and jump-thru behaviors, it certainly isn't a bug as I've never seen this happen before.

    EDIT: make sure that when you use the event I mentioned that you're also adding a condition of player is overlapping the platform at y offset of +1, or the player won't be able to fall.

    Hi thanks for the help. Well, I haven't made the JumpThru behaviour from scratch, im using the C2 Jump Thru behaviour added to the platforms. I have a tilemap object with the JumpThru behaviour added and another tilemap object with the solid behaviour added.

    So a typical level looks like this, where the blue tiles have the solid behaviour, and the pink tiles have the JumpThru behaviour.

  • Is that YouTube video supposed to show the lost fullscreen problem you're experiencing? I dont see the problem. Your game looks the same on my phone as the video you posted. I am unable to recreate loss of fullscreen by sending your game to background or changing between apps.

    The events I use to control fullscreen in my game are:

    on the title screen (black screen that says 'loading', then 'tap to start') I have:

    'On any touch start'

    Browser - Request fullscreen (Stretch - Scale outer)

    Browser - Lock orientation to Landscape

    Then in XDK under Build Settings I have 'Fullscreen' ticked.

    Re marketing. Id be interested to hear if an AdWords campaign is successful for you. I am hoping to promote my game using free methods first, but Id consider investing in an ad campaign if I thought it would generate enough additional users to pay for itself or preferably create profit.

  • , I will respond to your comment from this thread here

    I think this is a bug, if I'm not mistaken.

    Sometimes falling on a platform the sprite falls down.

    For this to happen do the following.

    Make two jumps, when you are falling to the ground, leave the jump button pressed for 2 or 4 seconds, then release it and the sprite will probably fall down.

    Yes there are some problems with the JumpThru platforms. Im not sure how to fix these issues, I have spent many hours testing and trying to fix that.

    The player is able to swipe down on the screen to make the chicken drop through a JumpThru platform. But there seems to be these bugs like you have identified. It also happens occasionally if the player drops from a large height onto a JumpThru platform, the chicken will land on the platform, then drop through a second later.

  • I will respond to your post in my game's dedicated thread, so as not to clog up this thread with discussion of my game.

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  • Hello, I have a galaxy 6s with Android 6 and a samsung galaxy trend with 4.2.

    The game moves and is displayed perfectly on android 6, in 4.2 I have not tried it.

    I have tried several things and it always worked well.

    The graphics are yours ?, it's an excellent job !, the tile of the gray stones I especially like but I have not reached the second world yet..

    A question.

    Why have not you put your legs to the hen and have you used white legs?

    I do not know if you understand the question, sorry for my English.

    Yes I did all the graphics. I enjoy making nice tilesets

    The reason she has white legs and not typical chicken legs, is because she is meant to be a Pekin chicken. They have fluffy little legs

    Search Google for pictures of Pekin chicken and you'll see what I mean.

  • I do not understand what happens with the error of the sound, why do not they fix it ?, this error has been reported ?.

    The error is that if you send the application to the background and there is no sound reproducing at that moment, when you recover the application the sound has been lost.

    Well if you read down that thread, apparently its not a problem with C2 its a bug in Chromium (blog post by Ashley). Intel XDKs Crosswalk is based on Chromium so thats why C2 users get this bug in their games when building for Android.

    > What's your strategy to market your game Mirlas?

    >

    I have no strategy the truth, I do not know this aspect, I have communicated it through several forums but that is all.

    ¿Any suggestion?

    Well my plan is to contact bloggers, websites and YouTubers to ask them if they would feature my game. I haven't started doing that yet because Ive been tidying up some minor bugs first. Aside from that Im not sure what the best marketing strategies are yet.. In the coming days Ill be focusing 100% on marketing for my game, so id be happy to share ideas as I research it..

    pixelprospector is a very useful resource! Lots of good information there.

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Artpunk

Member since 10 Apr, 2014

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