Mobile Apps - Lets Get Real

Discussion and feedback on Construct 2

Post » Fri Nov 16, 2012 6:49 pm

I've owned Construct 2 since it's early beta release, and held off doing anything with it because it was young and lacked support for I wanted to do. We have decent 3D game engines for mobile apps, but some times we want to do 2D apps.

Well outside of Game Salad (which sucks for ad networks and their owners don't give a rats behind about Android ad networks it seems) and Game Maker Studio (which is really new to the market) and the over priced Corona with no visual level designer...

I want to revisit Construct 2 again and see if it's ready to publish games for Android and possibly iPhone.


Is Construct 2 ready for mobile games?

What is the best way to publish/export AppMobi or Cocoon? Seriously what are you guys using.

Can you use a real ad network ie Admob/LeadBolt/Applovin with these exports?


I mean Android users are mostly free loaders and free games with Ads seem to work the best, if I can not make money off developing a game then no use doing it.

Thanks in advance!

B
10
S
3
G
4
Posts: 21
Reputation: 3,140

Post » Sat Nov 17, 2012 4:32 am

While I try to avoid bring it up on this forum, GameMaker Studio is very capable of mobile app development. The major issue I have with native app development with GMS is that it doesn't support LeadBolt yet...though I do use LeadBolt in my HTML5 apps. However, GMS does have built-in support for AdMob and other providers.

Anyway, just wanted to mention that since you seem dismissive of it :)

I don't know enough about construct to answer your questions, though. I'm here to learn so I'm interested in the answer to this too.
B
32
S
6
G
3
Posts: 121
Reputation: 6,066

Post » Sat Nov 17, 2012 7:27 am

Basically, iOS (iPhone & iPod) and Android (SmartPhones) aren't very good for HTML5 games.
B
96
S
25
G
20
Posts: 3,054
Reputation: 22,642

Post » Sat Nov 17, 2012 8:35 am

It depends what you do with it. I have a game prototype that runs at 60 fps with about 100-200 enemies on screen on an iPhone 4S/ipad 3 in retina mode, but I'm also using every optimization trick I can think of for both rendering and code.

Physics is not realistic on mobiles currently, except maybe having very, very few of them (haven't tried it), but most types of games don't need them.
Moderator
B
88
S
32
G
33
Posts: 3,005
Reputation: 27,432

Post » Sat Nov 17, 2012 8:46 am

I have a game on the play store made with construct2 and cocoonjs.

It's also here on scirra arcade and on my website burps-games.com if u wanna check it out(Barff Brain-Training).

With CocoonJS you can include ads from mopub/admob. There is a plugin for cunstruct2 too. With that plugin you can set visibility and position of the ads through events. (e.g. "On Start of layout show adbanner on bottom center")

The results exported with cocoonjs are really nice, but you have to fix audio and screen issues/bugs.

Appmobi seems to have more options like analytics, ads, push-notifications available to c2. Just look at the appmobi-c2-plugin. I never got that far, because I haven't been able to export an app with appmobi which had clear graphics. Looked always horrible.

Worst thing with cocoonjs is not to be able to trigger device buttons on android devices. If the "back"-key is pressed the app is closing immediately. Thats sucks, because users dont expect that. Would be nice to call a "Do you really want to quit?"-dialog or to go back to another layout instead.


But to your question, yes it is possible to bring games, made with c2, to the play store and to monetize it through ads.

Right now it's not just done with one click, but the guys from c2 are working pretty hard on it. There are huge improvments all the time.








B
32
S
9
G
3
Posts: 204
Reputation: 7,785

Post » Sat Nov 17, 2012 9:16 am

[QUOTE=Joannesalfa] Basically, iOS (iPhone & iPod) and Android (SmartPhones) aren't very good for HTML5 games.[/QUOTE]

Actually, iOS is the best mobile platform for HTML5 games. A modern iPad even performs better than some desktop browsers!True Valhalla2012-11-17 09:17:52
B
32
S
6
G
3
Posts: 121
Reputation: 6,066

Post » Sat Nov 17, 2012 9:18 am

based on what?
B
32
S
9
G
3
Posts: 204
Reputation: 7,785

Post » Sat Nov 17, 2012 11:11 am

[QUOTE=True Valhalla] [QUOTE=Joannesalfa] Basically, iOS (iPhone & iPod) and Android (SmartPhones) aren't very good for HTML5 games.[/QUOTE]

Actually, iOS is the best mobile platform for HTML5 games. A modern iPad even performs better than some desktop browsers![/QUOTE]

Well, it depends for some performance. iPad is definetly the best.
B
96
S
25
G
20
Posts: 3,054
Reputation: 22,642

Post » Sat Nov 17, 2012 12:46 pm

I've had 'Ninja Fart Hero' on Google Play since January, but it's only in the last few weeks that I've been able to get a fairly decent framerate (25+) using PhoneGap / Cordova 2.2 and Eclipse, plus ads embedded using the Admob sdk.

https://play.google.com/store/apps/details?id=com.jazzlebags.assgassfree&feature=search_result#?t=W251bGwsMSwyLDEsImNvbS5qYXp6bGViYWdzLmFzc2dhc3NmcmVlIl0.AndyWatson2012-11-17 12:49:57
B
31
S
11
G
7
Posts: 197
Reputation: 6,682

Post » Sat Nov 17, 2012 1:58 pm

[QUOTE=MACPK] based on what? [/QUOTE]

A lot of experience
B
32
S
6
G
3
Posts: 121
Reputation: 6,066

Next

Return to Construct 2 General

Who is online

Users browsing this forum: Colludium, Yahoo [Bot] and 2 guests