Halfgeek's Recent Forum Activity

  • Hey, if i ever earn decent money from solo game deving, I just might take your offer & have a holiday in Sweden!!

  • Hi, saw your concern, so I wrote a tutorial.

    https://www.scirra.com/tutorials/1071/r ... mpiled-apk

  • I would like 256 x 256 pixel (144 ppi) portraits of sci-fi space pilots drawn similar to this style: http://opengameart.org/content/flare-po ... ck-resized

    It's for my RPG Sandbox Star Nomad: https://indiegamestand.com/store/1092/s ... s-sandbox/ (PC/MAC) & https://play.google.com/store/apps/deta ... .starnomad (Android)

    Transparent background, no borders.

    First, if you wish to give it a try, post here your intention, then recreate either one of these two attached characters to a realism style similar to the above example.

    [attachment=1:3thteffa]Erica Price 1.png[/attachment:3thteffa]

    [attachment=0:3thteffa]Izumi 1.png[/attachment:3thteffa]

    Email me halfgeekstudios@gmail.com

    Price is negotiable (within reasonable limits since I haven't made much money from being an indie dev, yet!), upon my acceptance of the first example you draw, we'll come up with an arrangement that's fair for both then you may proceed to draw more characters (essentially recreate my anime portraits so you don't need to worry about creative flair and coming up with original designs).

    I will pay via Paypal the agreed sum, you will be credited in-game with your name & website if you wish.

  • Update: Finally got around to making the iOS version working all nicely on all the iPads, from 2 to retina and mini. Took me very long because Apple took 2 weeks to approve my developer account and I couldn't test anything without it since Xcode won't work without provisions & certificates.

    Then half way through testing, I made a choice to abandon iPhone since the screen is too small to be enjoyable so remade an iPad 4:3 ratio version only. Performance wise, really really good. ~50% CPU load on iPad mini w/ Retina & iPad Air for 60 fps capped. On older A5 models (iPad 2 & 1st gen iPad mini) the game also runs smooth. Very happy with performance.

    Will submit it to the App Store in next few days, hopefully Apple won't give me more trouble than they already have.

    On other good news, Star Nomad got some reviews from nice sites! (Pure dumb luck since I just spam them with such a simple & short email: "hey guys, game is released, give it a try, here's a video & screenshot").

    Android version (older version before I made some changes with an update to partially address the flaws):

    http://www.hardcoredroid.com/star-nomad-review/

    PC version (really hilarious writing from the reviewer, fun read!):

    http://indiegamemag.com/star-nomad-maki ... -frontier/

    Also more good news, just now CJS updated to v2.0.2 which apparently has the fix for crashing on some devices, I've just updated Star Nomad on Google, so PKrawczynski michael suntemple try it and hopefully it will start fine now!

  • jayderyu & others.

    I'm curious with WebStorage and APKs, where is the savefile located? It would be useful to transfer saved games from one device to another if can find it.

  • Start from the beginning and remove groups of code and test. Preview over LAN in chrome browser on your devices, its the same final performance as XDK compiled APKs.

    Find what is causing the problem (could well be your LiteTween!), because its not normal for there to be such delays in input.

  • Intel contacted me and stated they are aiming for an early August release of the latest XDK, which has a few nice options:

    1. IAP

    2. AdMob

    3. Manual control of APK signing! (YAY!)

    So hang tight. A lot of us are eagerly awaiting these tools.

  • Vuuv

    I have not tried, but what you are doing seem to go against the CJS engine. They can't do loading asset when required (people have been asking for it for years), since their acceleration engine depend on having access to everything, all the time.

    I thought it was hilarious that all audio gets decompressed & loaded into memory too, which is just stupid since there's no need for it.

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  • This is not good news. If Crosswalk is that bad on certain cpus & gpus whilst coocoon works fine, then the problem is not the device but crosswalk

    Crosswalk blacklist a lot of GPUs based on the Google Chrome blacklist, so thats why they run poorly. They are updating it so you can choose to ignore the blacklist and your game will be GPU accelerated.

  • G'day fellow C2 devs.

    Due to the lack of documentation on CJS, I was curious about how CJS handles asset loading & memory on startup so I compared the results of two games of mine, Star Nomad & remade Ninja Legacy RPG Defense.

    In particular I noticed something odd, Star Nomad takes ~22 seconds to load all assets on most devices and consumed ~155MB of RAM. Ninja Legacy takes ~12 seconds to load and consumes ~125MB of RAM. There is quite a significant load time, which isn't explained by Store services or what not since they both have it. It then dawn on me, all this time I was worried about optimizing image assets to keep the RAM usage low, that this load time can be explained by CJS loading & decompressing audio, all of it, on launch.

    It also explains why CJS doesn't need to use preload audio to prevent first sound played lag, like XDK/Crosswalk.

    For comparison sake:

    Star Nomad only have ~46MB worth of sprite-sheet assets in RAM, following the power of 2 * 4 convention, ie. 64 x 64 x 4 = ~16kB RAM texture, 512 x 512 x 4 = 1MB etc. Ninja Legacy has ~80MB of sprite sheets.

    The difference comes down to Star Nomad having a lot more audio tracks, ~10 minutes extra worth of audio music. This causes it to use ~ 60MB more memory minus the sprite differences.

    Pretty rough analysis, but it seems 1 minute of audio music = ~6MB in ram, which is pretty huge, not just in terms of memory use, but the fact it has to decompress the audio make your game loads much longer. So for those who weren't aware and working on mobile games, I hope this is helpful.

  • It took them a few days after I emailed them.

    But in my own experience, Marketplace is only around $1 CPM for Banner Ads (per 1000 impressions), significantly lower than Google's AdMob, which is averaging me in my games around $2 CPM. So i turn it off and use AdMob.

  • Ashley Thanks for clarifying issues.

    Am I understanding it correctly, that when XDK update to support Ad/IAP, you guys are required to update C2 with an XDK plugin to take advantage of those features?

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Halfgeek

Member since 24 May, 2013

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