Artpunk's Recent Forum Activity

  • Very cute!

    Thanks Your yonder artwork is v nice!

  • nemezes what kind of mobile device do you use for gaming?

  • so cool! are you going to release in the final of august? I am waiting.

    Hi I am still hopeful the game can be finished by the end of August, but it's hard to tell exactly. It might end up being a week or two longer. Even once I finish all the levels Ill need to spend time play testing, searching for any remaining bugs or poor design in the levels...

    Also, im not sure what kind of delay there is once a game is submitted to the marketplaces. I think it might take a week or two for a game to be approved? Im not sure on that...

    And I still need to decide what the best arrangement is for monetising when I publish. I can't decide between two alternative arrangements:

    Option 1.

    • Free Lite version: Includes first ~30 levels, has ads.
    • Paid Full version: Includes all levels, has NO ads.

    Option 2.

    • Full version is free, includes all levels, has ads.
    • In app purchase to remove ads.

    So... whatever arrangement I go for, Ill need to set up the ads and IAP etc... Im expecting to run into hurdles with that stuff as Ive never done it before... Plus Im hoping to get Google Analystics into the game...

  • And this clip follows on directly from the one above.

  • Some updated artwork for my platform game. I'm still working on building out all the levels. I'm aiming for 100+ and Im getting through them steadily. Its very challenging trying to create interesting, new configurations for the levels.

    This is the second environment... the Haauuuunted Casssstleee... woooo scary.

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  • Nicotine Nice platform game. The player controls feel pretty good. I like the unlockable door. So you can hide your key somewhere in the level and the player needs to find it to continue.

    The levels didnt unlock beyond level2. Not sure if thats a bug or you only made 2 levels to far?

    I did notice some lag in level 2. At first the level has no lag, but It seemed like the longer you stay in the level, gradually it started to slow down and become laggy.

    Check the number of objects in the level using the debugger. Does the number of objects stay constant? Or does is increase?

    I had this same problem with my game a while back and I discovered it was because I had an event that needed a 'trigger once while true'. Without that it kept creating some objects in the layout, and eventually so many were created that the game slowed down... maybe you have the same situation in your game?

  • mbe Thanks for the info, Ill be attempting to use Google Analytics in coming weeks so I'm gathering information in preparation. Your notes on what behaviours you're actually tracking are definitely useful!

    In my case I don't think Ill be able to use suntemple's plugin because, from what I read in that thread, it's not ideal for apps / mobile games.

    I was planning to follow this tutorial by aronduby, which builds on your js hack. Do you know if that's the best option for integrating Google Analytics into in a mobile game mbe?

  • This is a pretty cool game! It feels polished and well made! Can I ask mbe what aspects of player behaviour are you tracking with Analytics?

    edit: disregard my previous question, I just found your thread discussing GA here.

  • I can't help with those specific questions you posted, im not sure about whether those effects should work, but you might want to try building your win 10 UAP in XDK, just to compare. Have you tried?

    I tried to build my game in VS and it seemed to break my game in all sorts of interesting ways. I had better luck with XDK, although it still wasn't perfect.

  • Zip installs for the paid version thus far. I may try one with ads...

    Which ad system would you use newt? I remember reading that Amazon has its own ad network? Would you try to make use of that?

  • Just posting a small success I had. Probably a lot of people already know about this, but i'm posting in case its useful to someone.

    TL;DR Converting sound effects from 44.1Khz to 48khz results in noticeably better audio quality for all sound effects in my game on iOS (app built in XDK).

    I was having a problem with my game audio on iOS (exporting for cordova and building in XDK).

    When testing on an iPhone5 sound effects seemed to be low quality compared to the original .wavs. This problem wasn't occurring in Android where the sound effects sounded good quality just like the original .wavs.

    In this thread, people are discussing a range of fixes for some iOS audio bugs that were occurring a while back (early 2016). I think the problems these guys are discussing have been sorted with recent releases of C2, iOS and Chrome, but there was a mention of how converting audio from 44.1Khz to 48Khz was a possible fix for problems they were experiencing at that time.

    I wondered if this might also might improve my problem of generally shitty sound effects on iOS. And it did! The sound effects on iOS now sound as good as Andorid and the original .wavs.

    Process was just to convert the sample rate from 44.1Khz to 48Khz (I used Audacity). Then export each sound effect as .m4a

    Export from C2 for Cordova like usual.

    Copy the 48Khz m4a files into the Cordova folder (www/media)

    Then build in XDK like usual and test on iPhone.

  • Everyone who wants to make the same workaround as I did, here is the almost inaudible sound: https://dl.dropboxusercontent.com/u/714 ... xSound.zip

    Enjoy;)

    Thanks Ignaci, I can report your work around worked for me. I was experiencing this problem with my game: sound effects stopping after a short period of inactivity (2mins approx).

    This was an Android app, built in XDK testing on an Android Nexus5 (not testing in the chrome browser).

    Using this work around my sound effects don't crap out, even after extended periods of inactivity (+20 mins)

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Artpunk

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