Noga's Recent Forum Activity

  • Select all, don't worry about it. Google doesn't make it easy, there isn't an option to bulk exclude devices anyway. You'd have to go through the list and manually deselect all you don't want.

    Only viable option is to exclude devices by their:

  • You are talking about which Cranberrygame plugin?

    This - https://github.com/cranberrygame/cordova-plugin-game

    I posted about it here

    cocoonjs-plugin-updates_p940926?#p940926

  • By the way, we have adapted more ATP for C2.

    * Social (Google Play Games and Game Center)

    * Native Share

    * Canvas+ special features

    * Work in progress: Facebook

    You can have a look at them here: https://github.com/CocoonIO/atomic-plugins-c2

    Great, was waiting for Google Play, because the plugin from Cranberry doesn't work for me.

    Please add what TiAm suggests, the cloud Saved Games service, it'd be perfect.

  • Crosswalk 14 Shared Mode

    https://crosswalk-project.org/blog/crosswalk-shared-mode.html

    Tiny size and autoupdate from the store.

    Hey, that's interesting.

  • It would be nice (but it's just my idea) if you put a "Speech balloon" over the penguins, something like "Help Me!" but inside a speech balloon

    The difficulty is ok, good game

    Thanks, we think alike I had exactly the same idea. At first I wanted to use voiceover, but can't find any good one and profi would cost me about $80. Speech bubble would be good. I think the game needs an overhaul, I don't like it as it is, just need to find the energy to get back and polish it more.

  • Regarding the width issue, I'm having a hard time designing for multiple screen sizes. Any tips on how to do that?

    1. The best, but also the most expensive option is to buy test devices. That's most reliable when you have on hand experience. I bought 4 devices and it helped me a lot. If you can afford it, pick edge case devices. I choosed those:

    Samsung Galaxy Tab3 - because it was most used tablet at the time (6 months ago) and it has small resolution compared to the big screen (1024 x 600 - 7in screen)

    Samsung i9300 Galaxy S III - most used phone

    Samsung Galaxy Tab Pro 8.4 - because it has huge resolution (2560 x 1600)

    GIGABYTE GSmart Guru G1 - phone with hd display = small screen x high resolution (1920 x 1080)

    I bought them second hand, about $120 a piece, which is ok I think.

    2. Second option would be to have friends with various devices. Meet with them once a week/month and let them play your game. This might be even better than option one, because it won't cost you that much and they'll also give you instant feedback. Sometimes you just need to change one thing and see if that button is sized correctly, than it's better to have an in house device.

    3. Big monitor with high resolution. 4K+ would be great, but I guess 1920x1080 should suffice, which you can get a new one for $120. Than you can stretch the browser window to see where it breaks.

    • while previewing the game in Chrome browser
    • press F12 or "Ctrl + Shift + i" to open dev tools and undock it into separate window
    • stretch/shrink preview window, you'll see actual resolution in the upper right corner
    • try unusual screen sizes and see how it looks. Sometimes I try crazy resolutions like 1800x100, 200x900 and see if the game is still playable and if the background stretches properly.
  • I like it, spent about 10 min playing. I have a question about the objects. What did you used AJAX and XML for?

  • Ok, it works now. Why'd you restrain any country from downloading the game or was it applied by Google?

    It's a nice game, I'm just missing a music. I think rock would fit, it's no big deal though. I like the leaderboards, what service did you use?

    Did you use new Cocoon.io for the export? After pressing the back button on the device, the game terminates immediately. There's no quit selection or delay. I think it's a problem only when using Cocoon.

    The field doesn't stretch the whole way on my device. Look at the screenshot on the right side. The resolution of the device is 1600x2560

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  • I can't download it. It's not available in my country (Czech).

  • Wish we could use Google Play Saved Games feature...would make it easy to save progress in the cloud, and switch from CJS to XDK export if we need to, without losing a player's progress.

    +1 for this feature. What needs to be done to make it into the C2?

  • ludei

    I have couple problems

    • In my game when a user presses the back button, it should show quit menu, but it instantly closes the app.
    • After Cocoon logo, the screen is black until it loads the game. Is there a way I can show a user loading progress/spash screen?

    cranberry

    Thank you for the Google Game services plugin, there's no error when compiling an app anymore, but there's a one new. Can't login to the service. It always shows "Unknown error" alert.

  • 2. I noticed that there are only 2 apks now; it seems arm7 and x86 builds have been merged. I don't know why this was done, but I would strongly discourage bloating the apk by bundling in both runtimes, or at least make this an option we can disable.

    For an android user on an x86 platform, this would effectively make my game 250% larger than the platform specific build.

    On mobile we often go to great lengths to shave of a couple MBs off the final file; it's a trivial process to upload 2 apks vs 1.

    Yes, they should split the file again, because now it's getting size similar to the Intel XDK.

    My game apk size

    Cocoon - before the merge - 15mb

    Cocoon - latest export - 23mb

    Intel XDK - 30mb

    On one export the fps was low, now it's ok, than I got black screen, it's ok now. On one export, the game is fullscreen, but it's scaled up too much, opposite to the problem before. The game is full screen, but I'm seeing just upper left quarter of the game. I'm still doing testing and trying various settings, it's taking a lot of time.

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Noga

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