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Hoppy Bunny (Android) v1.05 released!

  • 5/06/2014 - Made a silly live action commercial for it:

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    High rating and a comical positive review would be greatly appreciated!

    Play Store: https://play.google.com/store/apps/deta ... hoppybunny

    Website: http://evilhare.com/hoppybunny

    It's my first successfully completed and launched game of any kind. I've been a 3D developer for a long time on a neverending project, but thought I would make something with a smaller scope that I could focus on actually getting done and polished reasonably well.

    Any bug reports or suggestions are welcome! Thanks for checking it out! Working on figuring out how to release for the iOS platform next.

  • Congrats on finishing a pretty fun game!

  • Nice work.

  • Thanks! Just released a new update which offers a good performance increase, and minimized the advertisement to the pause menu only.

    Next update:

    • add a few more sound effects for a some things
    • attempt to get music working smoothly once more
    • try to further optimize performance
  • Congratulations on finishing the game. It plays really good!

    Can you tell me, how you created the facebook share button ?

  • I used this Tutorial, but it's not clear how to get the score from your game properly. I store the high score I want to share to a WebStorage value called "staminaBestScore" and this is how you make the link work:

    "https://www.facebook.com/sharer/sharer.php?u=http://www.evilhare.com/hb/share.php?score=" & WebStorage.LocalValue("staminaBestScore") & ":" & random(1,10)[/code:3ba12rnx]
    
    And then my share.php file contains:
    
    [code:3ba12rnx]<?php
    $score = $_GET["score"];
    $scorex = explode(":", $score);
    $highscore = $scorex[0];
    ?>
    <html>
    <head>
    <title>Hoppy Bunny High Score</title>
    <meta property="og:title" content="My best score on Hoppy Bunny is <?echo $highscore;?>!"/>
    <meta property="og:image" content="http://evilhare.com/hb/icon.png"/>
    <meta property="og:site_name" content="Evil Hare Productions"/>
    <meta property="og:description" content="<?echo $highscore;?> is my best score on Hoppy Bunny (Stamina Mode)! Can you beat me? Get it for free on Google Play!"/>	
    </head>
    <body>
    <meta http-equiv="refresh" content="0;URL=https://play.google.com/store/apps/details?id=com.evilhare.hoppybunny" />
    </body>
    </html>[/code:3ba12rnx]
    
    I'm going to add in an achievements screen where you can see what you've accomplished (getting Gold Star in every level... finding all Easter eggs...  falling off 1000 times... etc.). Some of these will unlock new features and levels.
  • Looks good let me know how the audio comes along

  • Just downloaded and installed, really like the menu and the way the loading bar fill outwards. Your audio mute button works great what version of C2 did you use to export this to Cocoonjs? I am thinking of going backwards to see if it sorts the audio out.

  • leave a silly postiive review if you like it

    Construct r163 I think, and CocoonJS 1.7.4

  • Thanks a lot for your reply!

    Also, I found another way, how you can do a facebook post.

    This way does not require you to alter the meta tags using php (but you need an app ID:

    https://www.facebook.com/dialog/feed?app_id=145634995501895&display=popup&caption=MEIN CONTENT&link=https%3A%2F%2Fdevelopers.facebook.com%2Fdocs%2Fdialogs%2F&redirect_uri=https://developers.facebook.com/tools/explorer&name=TITLE&description=Your Description[/code:rgi3s1t8]
  • New update!

    v1.04

    • 12 new achievements to unlock including bonus levels!
    • Game remembers whether audio was on/off
    • Various new SFX!
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  • New website!

    http://evilhare.com/hoppybunny

    Also made a silly live action commercial for it:

    Subscribe to Construct videos now
  • How did you get such amazing performance? I have been working on my platformer for almost a year now and I just cant get any playable FPS.

  • It's still laggy on older phones, and even on my Galaxy S5 it has its slight jitter every once in a while. Still trying to optimize, and of course export for iOS. HTML5 still seems limited for any fast-paced action game. My next project will be less dependent on any jitters that could happen in the game.

    Minimize the amount of collision checks, images (large ones especially), sift through events and see if you can organize them more efficiently, reduce the number of "run every tick" style events.

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