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Messages - JensWinterstein

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16
iPhone / iPad / Android / Re: Cubus Velox
« on: May 18, 2013, 05:32:45 am »
How about memory reading? Does it continue to go higher overtime or saturate at certain value and just keep looping around?

From my experiments on the other thread on fps/memory leak, it seems that fps drop is caused by number of active actors on screen (>40?) or actors off screen not being killed.

I understand Mike will be looking at another game with similar issue.

Memory fluctuated until it ultimately settled at 90 MB, then looped around and never went higher than that.
The actor count reaches from 30 to 80 (all static, not always active, cubic->poly and cubic->cubic collisions) +  3 always active moving actors (one with camera follow). No tiles/tilesets.

Doing some more tests today.

17
iPhone / iPad / Android / Re: Cubus Velox
« on: May 17, 2013, 10:28:31 am »
Thank you and your team for the ongoing dedication.
It's a lot better since the latest fixes but unfortunately performance still decreases over time.

Since the actor count raises as you progress through the game, I tried switching back to the first level after playing for 10-15 mins but experienced the same laggy performance.

18
iPhone / iPad / Android / Re: Cubus Velox
« on: April 24, 2013, 03:21:57 am »
I think the problem the game's facing is related to this: http://community.stencyl.com/index.php/topic,15838.30.html

After the game is open for a while it begins to stutter and lag very badly until it ultimately crashes.  I've been experiencing this only on mobile targets so far (probably due to the lower memory size compared to a desktop).

19
iPhone / iPad / Android / Re: Cubus Velox
« on: April 17, 2013, 10:32:17 am »
Did you end up publishing this?

The game unfortunately suffers from fps drops and stuttering on mobile targets and is held back until I got it worked out (if it's not related to the engine).

20
Old Questions (from 1.x/2.x) / Re: Landscape Splash Screens
« on: April 12, 2013, 07:11:41 pm »
Well, you're also right. It would be more comfortable and easier to use if you could import landscape sized splash screens out of the box.

21
I couldn't reproduce the issue you are having... If I understand correctly, the ads banner won't show up again after closing and opening your game again. For example you press your home button while you are playing and reopen it after checking emails, but when you reopen your game you cannot see the ads banner anymore. Is it correct? If so, it is really strange since this isn't happening on my device...

May I ask you more details about the issue? Is this happening every time you close and reopen your game? Before you close your game, is the banner showing up or did you hide it?

It's exactly as described by you. I'm running Android 4.1.2 on a Google Nexus S.

I didn't use the "show/hide ad" blocks at all (which could be the error - do I need to execute "show ad" at least once maybe?). As soon as I press the home button and return to the game, the ad banner won't show up anymore - no matter how often I close and re-open the game.

This is not the case if the ad code is hacked directly into Gameactivity.java (as described by runimals).

22
Old Questions (from 1.x/2.x) / Re: Image glitch
« on: April 12, 2013, 08:52:18 am »
Did you load the correct atlas for the scene? (the one you've set for the actor)

23
Old Questions (from 1.x/2.x) / Re: Landscape Splash Screens
« on: April 12, 2013, 08:43:02 am »
Rotate your landscape splash screen by 90° and put it into Stencyl.
Or what do you mean exactly?

24
How awesome of you! :D
I'm gonna try it out and report back.

EDIT: Works exactly as described by you in the PDF file (screenshot attached).
It's only a little confusing with the Publisher ID inside the Adwhirl field.

Also, the ad won't show up again after closing and re-opening a game (not force stopping, just holding it in memory).

25
Windows / Mac / Flash / HTML5 / Re: ButtonX20
« on: April 09, 2013, 04:34:25 pm »
Great stuff. I neeeaaarly clicked on hint in level 19.
No bugs encountered.

One suggestion: Please add more levels (I know it's unlikely since the name is x20... but there's always room for a sequel :) )

26
Adobe recently released their Creative Suite 2 for "free" (incl. Photoshop):
http://www.adobe.com/downloads/cs2_downloads/

But like The8BitMan, I also prefer GIMP:
http://www.gimp.org/downloads/

27
Wow this is yours? My friends play this and they've never heard of Stencyl!

Cheers to your friends then! :)

The impulse to make this game originated from the Stencyl forums. A "random" user asked if it's possible to do an "Escape the Room" game with Stencyl. There weren't any... so I tried to change that.

Stencyl is like a tailor-made toolset for this kind of games. At least that's what my experience is.

28
The game is now also out for Android. I updated the initial post with the store links.

29
iPhone / iPad / Android / Re: 100 Chambers (re-done in 3.0)
« on: March 26, 2013, 11:39:44 am »
Apple approved everything in ~12 days.
Amazon took ~4 days.

Sales on Android are going smooth with already a few hundred in Google's Play Store :)

EDIT: I updated the initial post with the store links.

30
Windows / Mac / Flash / HTML5 / Re: Rob1221's Games
« on: March 25, 2013, 11:32:04 am »
As I've said in another post I think the problem with iAds may be isolated to test ads, but more submitted games will show if that is the case.  I submitted a landscape game with iAds yesterday (a match-3/defense hybrid), so I'll see if that gets approved.  I'm also working on a physics game that I may finish tomorrow, but I don't intend to submit that until the previous game is approved.

Well done, rob! It really seems to be the case with the test iads, since they also didn't show up on the same device that runs your live iads fine. I'm curious about the landscape mode test and I think i'm not the only one :)

EDIT - 03/26/13: I had the chance today to test everything on an iPad2. The game + the iAds ran fine. No orientation bugs after closing the ad.

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