ArcadEd's Forum Posts

  • I'll try out Flurry first, if it doesn't seem like it's working, I might try to make one myself using AJAX.

    So far so good on Flurry though, going to try out CJS later today.

  • Awesome, thanks man.

  • I'm curious how others are gathering feedback from players about how their game is played. What purchases are being made, how long a typical game is, where people are dying, etc.

    I was curious if there was a good solution for HTML5 that will also translate over to a CJS compiled game.

  • As my game grows closer to being finished, I have started testing it on mobile devices and overall I am pretty happy with the results using CJS. I just want to see if I can optimize anymore. Here is my numbers in debug. The only reason the FPS is lower is because its running in debug, on a normal PC, it runs 60fps file.

    Looking at these numbers, I am guessing the image memory is my biggest concern, but I'm not really sure what is bad for the other numbers.

    Thanks all.

  • codah When you die you should get a little Tombstone asking if you want to use your golden brain, did you not see that? How did you die?

    kbtbc Thanks for the kinds words. I am trying to keep the game below the 50mb limit for google play. Right now I am at 34mb not including any added Google play services, and monetization. Once I finalize that, if I have room for more music, I will do that .

    I really appreciate the feedback.

  • http://bit.ly/1lzTMVy

    Change Log Beta 6.1

    New sounds for all characters done by voice actors.

    Bug fixes.

    Change Log Hungry Hal Beta 5.2

    Game Changes:

    • Powerups no longer spawn randomly. Player can now purchase powerups in the store, and can decide when to use them.
    • Only one of each powerup can stored at a time.
    • New Store UI.
    • Less "Explosion" on missile blast.
    • More variety in humans at early levels.
    • Added Glowing Red border to the brain meter as it gets low. Sound will be added as well.
    • Added new music while on the scooter
    • Reduced prices of upgrades. Still need to balance this more.
    • Ability to purchase golden brains
    • All Item upgrades and purchased stored in local storage and restored each game.
    • Play button on Game Over screen now sends you right back to the game instead of to the title screen.
    • Optimized graphics resulting in almost 100mb saved in memory usage.

    Bug Fixes:

    • No game over screen after dying. - FIXED
    • Magnet not resetting to off if you died with the ability - FIXED
    • Bones don't seem to accumulate after each run - FIXED
    • Humans only scream and run while on the same path as you - FIXED
    • Local storage was not working - FIXED

    To Do (Short List):

    • In App purchase to buy more Bones (in game currency).
    • Add sound fx for low brain meter
    • Makes obstacles more "Threatening" Skulls on boxes, etc.
    • Balance cost of power ups
    • Add more SoundFX
    • Make items descriptions more witty.
    • Instant death on touching fire
    • Redo Instructions to match new UI
    • Redo "Use Golden Brain" window to match new UI

    Plus, what takes you 2-3 hours to make is great for you, I can't do that. That's why there is a market.

    Exactly what fldr said. The prices are actually pretty low for royalty free stuff. GUI packs on places like Graphics River will run you 75-125 dollars for a commercial license.

    It's going to take a little while for the store to balance out, but people selling on the store should not underestimate their hard work.

    I think the store economy will take a while to settle out on pricing. Right now, no one really knows what to set prices at.

    I have the same question as shinkan, my paypal address is different than the one I use for the scirra website. Can you add a section to the profile to put in a paypal email address?

  • Ludei released 2.0.2.

    Changelog can be found here

    http://support.ludei.com/hc/en-us/articles/202765423

    Looks like they fixed several ads issues.

  • Read a few posts up . (Thursday)

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  • I'm working on a new Jam now through The Game Makers Guild. We are finalizing the details, and I'll have website for it up soon. It won't be C2 only, but it will be HTML5 only.

  • I have never done a Jam before, how long does it typically take to get results?

  • Ok, I am bringing this back to life. Itch.io has a system in place where you can host your own game jam.

    The game jam will be Classic Arcade Reboot - Use your Construct 2 skills to create a reboot of an arcade game released prior to 1990. You can use to check on dates when arcade games were released.

    The biggest questions:

    1. How long should the jam be?

    2. How should voting be conducted? With what we saw in GameJam 2013 with down voting, I don't think we can trust honest voting from the masses.

    3. I'm working on some prizes so there will be some incentive.