Toby R's Forum Posts

  • It does. It is from my mobile game. Send a screenshot of how you did it. Also do you use IntelXDK or CocoonIO?

  • they shouldn't be that big!

    From the developer perspective. I agree. Also they ideally should not be made with HTML5 but with Java.

    But from the customer's perspective... If someone finds a nice looking small casual game with nice video etc. Will the size of the game discourage him from downloading the game in your opinion? In my opinion - not at all. Requesting Calls data or Location permission (as it is with Cocoon.IO) will discourage some of them for sure (but that's another topic), but not the size of the APK.

    I would say even opposite. People who are not developers and they have totally no idea of the technical things, usually think "wow! this is serious! somethig nice is inside!" when they see game has pretty big size. Because they simply think "the bigger - the better".

    Just to be clear. I'm not agains CocoonIO. I've tried it and I like it. Ludei does the great job. Permissions are serious problem but except that, all the rest is ok.

    So again as a developer I agree. It is wierd that the wrapper takes usually more than the game itself. But from the other hand it gives you stability cause you are sure that all your customers run the game in the same browser.

    But developer's point of view is not really important here. Customer's point of view is the most important.

  • You need to preload them only once.

  • Google Play accepts now up to 100MB of single APK file. I don't really understand why 19MB more or less is the problem. These days Internet is very fast actually everywhere so the download time is not an issue. Also 19MB of HDD is again not a problem for modern devices.

  • Be sure to have the sounds in the Sound directory instead of Music directory. IF you have them in Sounds then you can preload them (project setting and/or Audio object action).

    But still some devices have this delay sound and it's manufacturer bug. For instance Samsung Galaxy S4 has this bug as well.

  • On Tap on object -> Open Url in new window.

  • Improve performance by 400% — Now for sale in the Scirra Store!

    https://www.scirra.com/store/ebooks/improve-performance-by-400-2197

    <h3>What is this e-book about?</h3><div class="deshr"></div><p>In this e-book I write about the most effective optimization tricks I've implemented in my recent game Zombie Annihilation. After implementing all those improvements some parts of my game recieved even 400% optimization boost. After all my overall app performance at least doubled. </p><p>In this e-book I focused on explanation of how to optimize the CPU usage and how to think about performance while building the game events.</p><h3>Who is this e-book targeted to?</h3><div class="deshr"></div><p>I believe mobile developers will find it the most interesting, since mobile devices are much weaker than desktops. However everything what is covered in this e-book (except the Intel XDK part) can (and should) be implemented also in desktop and browser projects.</p>

    Use this topic to leave comments, ask questions and talk about Improve performance by 400%

  • I have just updated Zombie Annihilation. It was really tiny change, just changed some variable value so I've published it to Google Play production stright away.

    My friend have updated the game (on Xperia Z1 mini) and everything looked alright. He was already on 51st wave (pretty deep in the game) and managed to get to wave 53. Then he turned off the game.

    When he ran the game again all saved data was lost. He got wave 1, no cash, no weapon etc... everything what was in LocalStorage - gone.

    Now the funny part. I have updated game on my SGS4 and everything is fine. No data has been lost. Restarted game many times and it's ok.

    And even funnier now. He removed the game and installed it again. Now everytime he turns off the game everything is gone.

    Is it possible that LocalStorage behave differently on various devices? I hope it's a problem with his mobile only, but in other hand he didn't have this problem with earlier version.

  • Aaaaand this will probably help no one. But I was pleased with myself that I figured it out.

    You're the man! Thanks for sharing

  • Text object is not a sprite. It is not drawn from some source as Sprite is. Text object is generated on the fly and that's why it does not affect download size. Note that it may look different on various devices since it is generated by the device. As it is not affecting download size, it does affect CPU usage.

  • Congrats! You deserve it.

    Thank you! It's nice to hear some good words after months of work

  • If object "Enemy" exists at the start of layout, then the "Target" instance variable will be set if any condition combination within the function is TRUE. I believe none of these conditions are TRUE when you run the function. Otherwise there's a C2 bug - which I doubt.

    Also keep in mind that you are changing the instance variable for currently existing object instances. You are not changing the default value, so once you destroy Enemy you have to set the variable again.

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  • ZA just recieved a first review! Unfortunately it's not in english so most of you won't be able to read it but it got 4-/5 rating so I am happy <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Let me translate the wrap up sentece:

    "Zombie Annihilation is a quick way to recover from stress. A few minutes shooting the undead can restore our inner peace after an unsuccessful day at work or school. Due to the large amount of blood, the game is not intended for children."

    Review: http://antyapps.pl/zombie-annihilation/

  • MOBA based on HOMM battle modes. I plan it for years already haha, even have a domain prepared "LordsOfLegions.com"

  • You are setting an INSTANCE variable which means it will be gone together with the instance of the object.

    You should provide some screens, so we could actually see what are you doing there.