My First iOS Game on appstore thanks Construct2 and ASHLEY

Discussion and feedback on Construct 2

Post » Sun May 11, 2014 4:23 am

Message: matrixreal can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
Hi,
i would like to announce that my first iOs game is published on appstore
iam very happy because construct 2 (and ejecta) help me a lot ...

thanks to all members in this forum to help me SPECIALLY ASHLEY (for his ejecta memory management and others gold tips) and APHRODITE (for her every tick -5*60*dt) lol

i think that my game is playable but i still need some fix about :

-bad performance in iphone 4 (some attention to modify -5*60*dt on every tick set x to)
-add facebook and twitter share score
-add rate button
-other minor fix on code script may optimise performance

any suggest from you about these point / Or suggestion about game (add/modify graphic, sound, gameplay) are welcome

here it is https://itunes.apple.com/us/app/flappy-doodle-bird/id876215590?l=fr&ls=1&mt=8
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Post » Tue May 13, 2014 8:34 pm

I Matrixreal your game is really smooth and playable...
but I want to know more about
" everytick -5*60*dt"
please explain....

thank's
Pino
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Post » Tue May 13, 2014 10:33 pm

mollaq wrote:I Matrixreal your game is really smooth and playable...
but I want to know more about
" everytick -5*60*dt"
please explain....

thank's
Pino


you sure that my game is playable on iphone 4 ?

i will release new version will more and best performance ...

about every tick
for example
if you want like my game , the pipie moving on every tick (set pipe.X-5) you replace it by (set pipe.X-5*60*dt)

other trick to get maximum performance is to destroy object outside layout (that preserve some memory) and to check collisions enable only if is near player for example (if x of pipe equal or less than player.X+2)

dont forget to animation ... set animation to play from begining only if its on screen (that optimise much of performance in my case)

and the final trick is to do what ashley and aphrodite say ... memory magement of ejecta and (set to transparent of layer, sampling to point, clear background to no and PIXEL ROUNDING TO ON)

all that testing performance take me time of 5 days and here is final what i can do

thanks
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Post » Wed May 14, 2014 10:51 am

Many thank's
these are all good tricks to improve performance!!!
I forgot to write that I have tested your video games on an iphone 5c :P

I'm also about to finish a game but I'm stuck on the implementation of the IAP (iOS) and GameCenter...
I had planned to use the plugin cocoonjs .... but i see that you used on your game Ejecta plugin,
what do you think about these two plungins? What would you advise me to use?
on Ejecta I will able to implement IAP (iOS and Android)?

thank's in advance
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Post » Wed May 14, 2014 1:49 pm

Good Job!
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Post » Wed May 14, 2014 1:54 pm

Congratulations!
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Post » Wed May 14, 2014 3:06 pm

thanks to @chrisalgoo @ldk

@mollaq
i dont know what is IAP ??? lol :D
ejecta is simple but not powerful and limited (except if you know how to modify on index.js and modify library and plugin)
cocconjs is more powerfull and improved nut complicated for me

like you see, in my game , game center and iad work good ... no ? what is your report ?

about 5c , yes :D on 4s,5,5s game is runing good
but on iphone 4, the performance is average , specially you enter on special lever (try to get score more than 30 and you will see and understand) but only on iphone 4

on 3gs and 3g (i have not tested) and i dont want to test because iam sure that will be catastroph :D :D :D
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Post » Wed May 14, 2014 3:50 pm

IAP is In-App purchase (pay to un-lock premium features on the game).
I know that with CocoonJS plugin there is this function but I don't have idea if on the Ejecta plugin there is too....
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Post » Wed May 14, 2014 4:57 pm

nice, congratz!, tested on my ip4 seems to run well, the problem i get is that when i get close to the tubes the game sort of micro-freezes for a moment, i think this could be because of your player near tube collision check?

i wanted to ask you what layout resolution and if you are upscaling sprites to keep the game memory footprint low
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Post » Wed May 14, 2014 8:51 pm

chewienator wrote:nice, congratz!, tested on my ip4 seems to run well, the problem i get is that when i get close to the tubes the game sort of micro-freezes for a moment, i think this could be because of your player near tube collision check?

i wanted to ask you what layout resolution and if you are upscaling sprites to keep the game memory footprint low

hi
thanks for report

size was big problem for me

i dont understand them at all and take me a lot of time

what i use is ... that my game is based on 640,1136 (iphone 5) and i centrate it .... and use scale inner
so when it run on 640,1136 .... it run normal
when its on 640,940 it run with little top and bottom removed (but i ajust them on 640,1136) so that seem to display good on both
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