aquinn's Forum Posts

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  • CreativeMind Agree Admob banners make the game jittery/laggy especially on startup. It does settle down after a while and things run smoothly, but it can be 10-15 seconds.

    I also find the 'disable text ads' suggestion makes no difference. I've tried disable images as well.. no improvement.

  • matrixreal Totally agree Ejecta performance is far better thank the XDK!

    I think it was premature to drop support for Ejecta. Despite the stated Ejecta incompatibility problems I find the XDK also has it's fair share of problems! Audio works very well in Ejecta for a start. You just need to design your game around the Ejecta's limitations. At least it does what it says it does!

    Ejecta FPS is also good. And the Game Center support works well too. There are also many other benefits of having direct access to the Xcode project.

    iAD CPMs are terrible these days, so we could do with better plugin ad support for Ejecta. (especially full screen ads...banners are not profitable)

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  • 1. You can renew your developer certs once the old one has expired. You also need to update your provisioning profiles with the new certificate.

    2. No need to republish any live apps. The only possible problem scenario is with Adhoc apps built with an expired provisioning profile...they will not run any more. They will to be rebuilt with a valid cert. Live store apps are fine.

    3. Yes, seems every year you need to renew certificates. Also if you change dev machines you might need to renew if you can't transfer your certificates.. no big deal.

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  • Retro Speed Racing — Now for sale in the Scirra Store!

    https://www.scirra.com/store/games-with-source/retro-speed-racing-916

    <h3>Retro Speed Racing</h3><div class="deshr"></div> <p><p>Retro Speed Racing is an 'old school' style car evasion game optimised for mobile.</p><p>Retro Speed Racing is already published on the App Store and Google Play so it's a good foundation to use for your own work. Can easily be adapted to an endless runner/evasion type game.</p><p>The game is designed to handle multiple screen sizes and aspect ratios.</p><h3>Features</h3><div class="deshr"></div><p>

    • Touch and hold steering (mouse also supported)
    • Local High Scores
    • Admob banner and interstitial
    • Export to mobile platforms with the appropriate wrapper (Intel XDK/PhoneGap)
    • Support is also available through email
    • CAPX with code, sprites and sounds

    <h3>Requirements</h3><div class="deshr"></div><p>You will need Construct 2, running version 200 or later to be able to open the CAPX.</p>

    Use this topic to leave comments, ask questions and talk about Retro Speed Racing

  • It is extremely tough in the mobile marketplace. The competition is huge, there are so many good games for free it's hard to persuade someone to spend much money , or more importantly TIME on a game -unless you are ace at marketing, have a compelling top notch game, and can create a desire and demand for your title.

    You can be lucky and your game will take off.. or not. It's like writing a novel and hoping to get on the best seller list. Not likely, but not impossible.

    Read this and see what you think: http://www.developereconomics.com/why-successful-indie-developers-are-becoming-a-dying-breed/

  • I have just had the same issue with no audio on iPad 2 with a html5 export. See link below for piano demo. There is sound in chrome, but none in Safari. Weird, as I have other browser games exported pre v200 that are fine in Safari.

    The odd thing is the first time I checked the link below it works, but on a second visit no audio.. Strange. I am starting to think it's a bug, but not sure if it's safari or C2.

    http://www.zoytek.co.uk/fgl/piano/

  • I think Inkscape is also excellent for 2d vector based game graphics. And it's free.

  • OK, thanks for the explanation!

  • Looking at your capx, your sounds are in the Music folder. You should import them into Sounds, so they are preloaded.

    The tap thing is a specific quirk to iOS -on cordova builds. Ejecta is OK, but it's a non-official platform now.

  • hyenaman Thanks! I notice Crosswalk builds seem to be battery hungry. I have experienced 'hot' phones when the game is running... I'll look into it.

  • Hi Folks,

    Here's my latest golf game "Night Golf".

    It's out on iOS today and it's been featured across iTunes 487 times according to App Annie -not bad! That should lead to some good downloads. Let's see...

    App Store: https://itunes.apple.com/us/app/night-golf-world/id977708519?mt=8

    Google Play: https://play.google.com/store/apps/details?id=com.zoytek.night.golf.world

    The iOS version is uses Ejecta - as I find it easy and quick to develop/test/publish (iAds and Game Center)

    The Android version uses the Intel XDK, Crosswalk v7 (SSL problem, but smoother ) (Uses Admob ads)

  • I had trouble getting Ejecta Admob interstitials to work, but just in case anyone has problems use the build from here, -not the official one.

    https://github.com/finscn/Ejecta