Hasan999's Recent Forum Activity

  • Anyone?

    I'm really curious, especially about Point number 3.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • This refers to a Real-Time (20 player) game. I know that when the host disconnects, the game ends for all peers.

    Is there any possibility where the game somehow continues? by one of these techniques/improvisation:

    1) A change of host to a random peer (when the original host leaves)

    2) Multiple hosts during a game so lesser chances for the game to end quickly.

    3) Transfer all peers randomly to different rooms quickly, WITH, their instance variables saved and continued on that new room (let's say the players eat and get bigger, when host disconnects, the player is sent to another room with his bigger size to continue with different players) - This way the player won't be frustrated compared to him getting kicked out with what he had earned.

    4) The game does not disconnect, instead all the peers (excluding us) convert into AI Bots (with random movements as the developer would program)

    ..or some other way?

    Thanks.

  • Radulepy Sure, go ahead. Email me your capx: hasan555x at gingermail.com

    EDIT: Changed it thanks

  • Hi,

    You need to check how are you initializing the WebStorage. I assume it is initializing it without checking whether it even exist already or not.

    It should be:

    If

    X

    Webstorage "Money" exist:

    |

    Set Webstorage "Money" to 10000

    This way, it will make the Webstorage called "money" to 10000 only if it does not exist. (Which means, only one time even if you come back tomorrow).

    Hope this helps.

  • Hi Ali,

    Just played your game... It's fun and well-programmed, but need improvements for sure. Rated it 5 Stars on Play Store to help it get more attention. However, here's my detailed and frank review:

    First Mode:

    As of now: Amazing game play, perfect controls, challenging and fun to play.

    By the way, there is one bug: Highscores do not get submitted! please check.

    Improvements: Ball could be slightly bigger, after every 10 points, create another ball just for extra fun and continuity - Imagine someone trying to preserve 5 balls in the circle, that would be awesome, compared to one ball for 5x times more time - that may get boring, right?

    Second Mode:

    As of now: Took me a long time to understand the controls ! - I got a hang of it, but it ain't easy. Always make sure to have the easiest control so that the users get challenged by the game alone, not how to play the game.

    Improvements: I suggest having "Point towards Touch.X, Touch.Y" controls. Let it follow the finger and it will be amazing! Trust me.

    Third Mode: (Levels)

    As of now: That's like a hidden mode! I would not have found it, if I wasn't to assess your game! It's good, but that's really a different type of game.

    Suggestion: I suggest making a whole new game with that concept. OR. keep the three modes in a line to choose from. You can have a look at my game that I recently posted (Stickman Cricket League) to get an idea on how to make things "look" much more appealing and simple to use, because that helps a lot.

    Apart from that, I also suggest having a "Share on Facebook" button, which will help you gain more downloads (because you shouldn't expect an Android user to randomly bump into your game, it took me a lot of scrolling to reach it after searching exactly your game title!). But, you will need to work on the game-improvements first so that you have returning customers, not the one-time audience or those 1-star lovers.

    Hope this would help.. Feel free to ask me for any help

    I'd also appreciate if you can have a look and review my game as well !

    Oh, and about the Video Trailer... 10/10 for that, just epic!

    Cheers!

    Hasan

  • Simpler way is to use the distance function.

    Event:

    System --> Compare two values --> distance(player.X, player.Y, ghost.X, ghost.Y) < 500

    Action:

    Play Audio "oOOOoOH.mp3" or whatever that is.

    The distance function above measures the distance in pixels, and you can change that 500 to how much closer you want it to activate the sound.

  • Before instance variables, I suggest first have the deck ready.

    Make a Sprite called "deck", and have four Animations in there, of Spades, Clubs, Hearts, Diamonds. Each of them should have 13 frames in total and have all the sprites (images) ready therin.

    This will organize your deck in a way that later you can program it according to your potential game conveniently.

    Picking random card is easy - You just need to pick random animation and random frame within a given range.

  • How did you achieve so many downloads? :O

    Out of the 1200+ installs (in the first month), I got 600 installs from the Admob Promotion that I launched for about 7 days through Fullscreen Ads of my own app showing in one relevant country.

    The remaining 600+ installs is a good surprise for me too. I believe it is due to the "Share on Facebook" feature within my app, which is highly productive even if a few users share my app on Facebook (because they are sharing with 100s of friends).

    With my latest Update, I have added a "Share on Facebook" condition to unlock "Teams". I think this will positively push all relevant users to share with more relevant people (friends). If this goes as planned, I could gain sufficient regular installs without manually "$promoting$" my app anymore!

    I'll update it here on how it goes... Give me about a month to analyze the stats!

  • Thank you dcadjust,

    I don't really know, but if I have to guess there could be two things that may affect the size of the banner:

    1) I am using Admob through Mopub via CocoonJS (Ludei) exporter and publisher. (not Cordova)

    2) I have made this game with a 1920 x 1080p resolution, so I think the ads adjust based on the screen resolution of the phone instead of screen size.

    Not really sure though if that's the reason.

  • Thanks dcadjust I do have Admob Ads running in there - placed wisely without disruption to the game.

    Now, since you asked, here is my stats so far, but I'm sure it will improve since I'm going to start doing some targeted advertisements soon:

    Total Installs: 1200

    Total users who have not uninstalled the app: 400 (current installs)

    Total number of regular users who play my game almost everyday: ~25 to 30

    Total revenue earned by those regular users: $0.3 to $0.4 per day. so far

    It's not that bad, because I can see users taking a lot of interest in the game, which means, if I find some 'relevant' audience, they are surely going to become "regular" and will probably "share" my app with more relevant audience - that can magnify my revenue accordingly.

  • Thanks dcadjust for your feedback!

    I did exactly that.. Evolved it further by adding a Reverse sweep shot, Net Practice Mode, Worldwide Records & Rankings, and Teams to choose from and I have got a lot of engaged users now

    AND.. I made a Video Trailer as well:

    Cheers!

  • Thanks for the reply. Now I understand the reason.

    I am wondering if during the replacement of new Physics shape, if it could just save its final movement related parameters (such as VelocityX, velocityY, and the on-going accelerations) and then restore them into the new shape immediately. Would it then appear to continue moving? - Compared to letting it restart from zero velocity, which I believe would be impractical in any game.

    By the way, I would like to share how I finally improvised around this problem while I was making a "Paper Throw" type of game, where you need the Physics object to be thrown ahead (in supposed 3D), which requires you to scale it down for perspective effects. Now, scaling would stop it from moving, as I struggled with for days. BUT I improvised by adding an invisible dummy physics sprite which I programmed to be thrown instead, while the actual "Object" is set position to dummy-physics object, and since that Object is non-Physics, I can change its scale any time independently while it follows the X/Y movement of the real Physics object.

    I guess this quick trick will help others as well who wants to scale/resize a moving Physics object.

    Ashley, do you think that 'replacement' procedure, as I mentioned above, would resolve the problem?

Hasan999's avatar

Hasan999

Member since 19 Jun, 2014

Twitter
Hasan999 has 13 followers

Trophy Case

  • 10-Year Club
  • x2
    Popular Game One of your games has over 1,000 players
  • Famous Game One of your games has over 10,000 players
  • Email Verified

Progress

13/44
How to earn trophies