dcadjust's Recent Forum Activity

  • dropbox.com/s/n1sd6pl4nii6wwn/RotateThatLayer.capx

    Thanks a million 99Instances2Go. Works like a charm. This is a completely different way to approach it and I didn't think of that at all.

    Appreciate your help.

  • Hi All.

    Please help. I'm stuck and cannot find the solution I'm looking for on the forums. As an effect I'm trying to start each layout at an angle eg 90 Deg or 180 Deg and then on the start of the layout let it rotate to 0 Deg. I've been trying to do this with lerp/lerpangel/lerprotate and have been at it for hours. If someone know how to do this please can you let me know how to do it? I really am at a lost right now.

    Thank you.

  • The art work is very good.

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  • Hi all

    I'd like to share my latest android project which has finally been completed

    Its a little game base don the sport of rugby. The aim of the game is to guide your team across the field and score tries.

    It has a campaign mode with 60 levels and an chaos mode which is basically an endless mode with a global leader-board.

    The game was build with cocoonio and I think cocoonio works great.

    You can check it out at:

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

    Cheers.

  • Hi All

    I’ve been looking for answers to some questions I have and haven’t really found them in the forums so it’s time to ask I guess.

    Hopefully someone can shed some light.

    My questions are related to releasing on Steam and directed at devs that has already done so.

    1.) Was uploading your game and getting it live an easy process? I’ve been reading that some guys have issues because of NWJS while others say its simple and painless?

    2.) Once your game went live and you started selling copies – Did you experience a high amount of refunds due to the game not running on a customer’s pc (Again due to it being NWJS)

    I’m a bit confused to this as people seem to be complaining about it, but yet I have supported construct 2 devs and purchased their games and have had no problems. The games work fine. Just look at Super Ubie land, the next Penelope and Airscape as an example

    Also I have 3 pc’s that I test nwjs exported games with and a laptop. These pc’s have different specs and are in different states of /updates patches etc. yet all my games that I test run fine on all of them.

    The laptop can struggle a bit if things get too busy, but that’s understandable.

    3.) Am I correct in saying that small to medium sized games made in C2 is fine for Steam and will be technically reliable (Running stable on most systems)?

    Thanks

  • > the tool mentioned on the cocooon site. The apk then works fine once it is signed and aligned.

    > The tool is easy to use (as long as you follow the how to doc) and you only have to set up your key-store once and you can use the same key store file for all your android games going forward.

    >

    is that ShatterBox? and is it at all related to AdMob or Appodeal? I haven't looked into the ad stuff yet, still in testing mode.

    awesome thanks for the clarification! I thought it was strange there wasn't a 'signed' apk version. I assumed the unsigned one would work before you got the key. no matter..

    Not directly related to the ads. Its just to sign the apk so places like google play will accept it, once its signed it should work on your device

    You can download the apk signer here:

    https://shatter-box.com/knowledgebase/a ... pk-signer/

  • dcadjust are you building for Android or iOS or both?

    I'm trying to build for Android right now and for some reason the armv7 debug.apk works on my device, but the armv7 unsigned apk says it's corrupt when I try to Install it on my mobile device. any ideas?

    installing to Android 7.1.1 ASUS Zenfone 3

    Hi Jobel.

    Correct, debug will work, unsigned does not work out of the box

    I'm building for android only.

    I used the debug arm apk to test my game then once I started testing leader boards I took the unsinged apk and signed it with the tool mentioned on the cocooon site. The apk then works fine once it is signed and aligned.

    The tool is easy to use (as long as you follow the how to doc) and you only have to set up your key-store once and you can use the same key store file for all your android games going forward.

  • Hi All

    Just adding my two cents, I know this thread is kinda old, but I have to say Cooonio in my opinion is way better than xdk. (I’m not bashing XDK. Its just my experience)

    I’m about to release my next game on google play (just need to get leader boards working properly) and it’s been a great experience overall.

    Highlights to me are:

    Performance

    Performance is great. I test on a galaxy tab 3 and a Samsung s4. These devices are fairly old now so I feel if cocoon apps run good on these devices they will run fairly well across the board.

    On XDK my phone heats up a lot, this does not happen to me on cocoonio canvas+

    I find on XDK that when ads load in my game it affects gameplay speed.

    In cocoon the experience stays smooth

    File size

    My entire game is 11MB which is not bad at all and that includes having cocoon google game services and admob ads.

    My XDK games are 25MB+ (I create small games in general for android)

    Ease of use

    Once you get to know the site, setting everything up is actually easy to do and works well.

    I’m struggling with leaderboards a little, but that’s just because its new to me. Once you know how these thing work setting it up will be a breeze I’m sure.

    I’m definitely sticking with cocoon for now and do recommend it for your mobile projects.

    Only thing I found out the hard way is that letterbox scale does not work in cocoon (or XDK) oops. Keep that in mind and design your game accordingly

    Cheers

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  • [quote:9mbd26gi]Construct 3, easiest to learn, lacks ways to make money, Steam NOT confirmed, lacks PS4 or Xbox One support, the crappy mobile market is a dead dog, you can't make money on mobile since everybody expects even the best games for free.

    Game Maker Studio 2 has Steam, Xbox One and PS4 support. Visual drag and drop coding.

    Unity + uScript (a visual scripting plugin) is also great option, and Unity also exports to Steam, Xbox One and PS4.

    Yeah. I feel you bro. I'm using construct for developing mobile games still no luck on making money.That's why I'm planning to switch on developing games on PC.But I'm not sure if scirra will implement Steam and don't know when they will released the full version of C3.I have an existing license for Game Maker Studio 1 maybe I will just to used my 20% discount to upgrade on Game Maker Studio 2 and used it for developing games for PC and just used my existing license on C3 for making mobile games

    Yes GM2 has PS4 and XBOX one support, but I just read below

    https://www.yoyogames.com/blog/437/game ... ts-out-now

    At those prices the console exporters will not mean anything to most Indie Devs.

    I suppose you can wait till you have a hit PC game on your hand and then only purchase the exporters to get your game on those systems, but out ouch man. That's a lot of moolah <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked">

  • Love it. Dark themes are the best, always easier on the eyes.

  • Not yet. Will do so when the local offline version is available. Had an internet outage on Saturday. When that happens you have no access to construct 3 and thats not cool

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dcadjust

Member since 11 Apr, 2013

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