Anonnymitet's Forum Posts

  • [attachment=0:1akyy9rl]game.png[/attachment:1akyy9rl]

    Hello.

    I just released my new game Kim Jong Run on Google Play. So feel free to try it out and please post some feedback and ratings so I can improve the game <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://play.google.com/store/apps/deta ... kimjongrun

    The game will be updated with these features in the upcoming updates:

    ¤ Distance challenge (Infinite runner with high score)

    ¤ Power ups

    ¤ Weapons

    ¤ New types of enemies

    ¤ In game currency

    ¤ Cut Scenes

    Enjoy!

    PAID JOB

    I also need help to port this to the App Store and will be posting a topic about this later. But if you are interested in helping me out just send me a PM and please include what price your asking for. I have a paid apple developer account and only need help with exporting the game for upload with the features below.

    What I need for my app in iOS:

    • ads to work
    • IAP to work
    • Good performance
    • Custom icons and splash screen
  • I have two games made in construct 2 on google play.

    Kim Jong Run - https://play.google.com/store/apps/deta ... kimjongrun

    and

    Dropz - https://play.google.com/store/apps/deta ... appz.dropz

    [attachment=1:wrl38po8]kimjongrun.png[/attachment:wrl38po8]

    [attachment=0:wrl38po8]dropz.png[/attachment:wrl38po8]

  • Hi.

    I recently put in some ads in one of my games with mopub and admob using cocoonjs. But it is always showing the same ads. I've set the ads to update every 60sec but it is always the same ad no matter what. Is this normal?

    Thank you in advance.

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  • > PaulloAmaral Ok, I recently discovered that if i changed all my "on every tick event" to "every 0.01 seconds" instead. The performance of the game was greatly and I mean GREATLY improved on all my mobile devices. Try to use as high number as you can. So if you can use on every 0.1 seconds instead then do that.

    >

    > The small lags here and there just disappeared. So on every tick events are heavier than I thought on the machine.

    >

    > But crosswalk has never worked for me. Lags as hell and I do not understand how people here has been able to compile a game using it

    >

    I dont believe changed frame rates could improve performance, if you have a complex game or physics, lag will be there no matter you do.

    I tried everything and my game didn't run smooth no matter what. And just before I gave up i tried one last thing and this was to remove all my on every tick events. Nothing else was changed and this made the game run smooth on all my mobile devices. So it has to have something to do with it

  • Wisdoms Thank you. My mom thinks I should try to sell my work but I don't know. Sure I'm pretty good in paint but not sure I'm that good yet.

    ....

    Hehe, sorry couldn't resist. But seriously. Great pieces on this thread

  • Made this bad boy during the weekend. Only took me about two days and I really think it came out better than expected

    [attachment=0:1h9kpf0a][/attachment:1h9kpf0a]

  • PaulloAmaral Ok, I recently discovered that if i changed all my "on every tick event" to "every 0.01 seconds" instead. The performance of the game was greatly and I mean GREATLY improved on all my mobile devices. Try to use as high number as you can. So if you can use on every 0.1 seconds instead then do that.

    The small lags here and there just disappeared. So on every tick events are heavier than I thought on the machine.

    But crosswalk has never worked for me. Lags as hell and I do not understand how people here has been able to compile a game using it

  • Very nice! Congratulations for a impressive game and the intro is very well made.

    But I have to say that the epic intro/presentation in the youtube video builds up the expectations of the game and you are prepared for something huge and then you see the game and realize that it is a type of flappy bird clone.

    But that is just my thoughts on the video. The game itself looks really fun and addictive and far better than flappy bird and all the clones out there

    Will it be available for Android in the future?

  • I use cocoonJS and my game actually runs like a dream on Android. So try that first. But it would be really nice to be able to export a native app straight to mobile devices like iOs and Android indeed.

  • I enabled webGL and also changed all "every tick-events" in my game to "every 0.01second" instead and now the game actually runs smooth on mobile devices. Didn't know that every tick events was so heavy on mobile. But now I know for all my future projects!

  • DUTOIT Ok, I'll try to export that game and see if there is something I've missed. But usually I get good results when the game fills the viewport and nothing more. But as soon as I make a platformer or something that makes the viewport scroll I see these small lags even if the game consists of only two objects.

  • LittleStain Thank you for your reply. Yes, I meant the viewport. Updated my original post

    I know but even if I just make a solid ground and a box with platform behavior and make the box simulate running right every tick it will lag on mobile devices. And that is not because the game is too heavy. So I guess I'm just not compiling it the right way.

    So I think I haven't found the best way of exporting and compiling my game yet and all the help I can get about this topic is greatly appreciated.

  • Hi.

    I've been making a new game for mobile devices and it is like an infinite runner but with an actual ending.

    My problem is that it has to be precise and right now I can't get in to run smoothly when i export and compile it with cocoonjs for android. There is a little lag here and there that ruins the feeling of the game. It runs super smooth on the pc but not on my Galaxy Note 3 and that phone is a monster so I guess it runs like crap on normal phones

    The game isn't that heavy and there are about 150 objects total/layout and 40-100 collision checks per tick. Obstacles are not spawned because the whole level is built on a 20 000 x 720 layout where collisions are disabled when objects are "out of view".

    So does someone here have any useful tips on how to make a game run smoothly on a mobile device?

    And for you who have exported a mobile game with good results. How did you accomplish this? CocoonJs, Crosswalk other?

    I've read all tutorials here and can't find a solution. Is it even possible to make a smooth running game on mobile or is it impossible with wrappers like cocoonjs and crosswalk?

    Thank you in advance!

  • Lots of ways to do it but as AndreasR said. You can compile it. If you have premiere pro or after effects or another video editing software you can use that to crop the video to just show the actual game.

  • No problemo! Good luck with your project