Bert's Forum Posts

  • I would say you have a much bigger concern with the amount of RAM your 100MB game will use. Because C2 puts everything in RAM all at once your game sprites become uncompressed to RAM. This means all those tiny .png files become gigantic 32bit BMP file into RAM. 100MB of compressed files could easily turn into 4 or 10 gigs of RAM.

  • When you set your game to be playable offline doesn't it download to your C drive. It seems to do that with my game on the chrome store. You buy/install it and it downloads(like an exe), and then launches from a shortcut(like an exe).

  • So is there a way to pinch to zoom? "Edit the html file" is not very clear to me, is that the way to pinch to zoom? What do you edit it to?

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  • Also setting the screen size in C2 is very easy, and you can even have it stretch to fit(which is great for mobiles), but if I set mine to stretch to fit the screen get messed up if the user makers the window an extreme size(example 10x1024), so I went with the games native size(that I choose) 640x960.

    To set this for your game simply select the project top folder and in the properties there are settings for the window size.

  • Thanks Bob! I'm so glad you liked it. The game is 640x960 pixels it was designed for the iphone4(still waiting on scirra to fix some stuff so I can make it for mobiles). I realize the pop out game window is large and some laptops might not be able to see that size. That is why I included the basic window zoom in/out key commands in the description on the Chrome store.

    To zoom out simply press CTRL- on a PC or COMMAND- on a MAC.

    With this you can set the size to your liking.

    Also please give me a good review on the chrome store, and thank you for supporting the small guys like us!

  • phonegap has no sound, appmobi has sound. Thought that was worth mentioning.

  • Yes, Maze Manor was made with C2, and yes, appmobi gives a speed boost. It's about 5x faster. I've only tested on my droid. I'm not sure about IOS yet. I only have an old ipod touch designated as a developer device, and I'm sure my app won't run on it(even with a speed boost). That's why I'm excited about mobiOne at least I can test on my non-designated iphone4. Although without appmobi's speed boost I'm not sure it will run good anyway.

  • Well you could test on a lot of different devices without designating them as developer devices(Ipad, ipad2, iphone 3, iphone4, iphone 4s, I have all these devices, but I use them, and don't want to make them developer devices). You my have thousands of dollars to waste on that or you could just spend $99 for MobiOne.

    Also webGL is not the only problem with mobile, in fact I don't think it is the main problem. I believe loading the entire game on bootup to the phones RAM is the problem. My game that is on the Chrome Store Maze Manor was created to be a mobile app, but because the game dumps all the textures from over 60 levels into the RAM on bootup most mobiles can't handle it. Being able to easily test different devices to see which work is handy. Also the preview to mobile is not an accurate measure of performance. My game gets a 5x speed boost after it runs through appmobi and gets converted to an app.

  • MobiOne allows you to test on non-developer designated devices(I think). Which is a huge benefit.

  • Awesome link Chris! can't wait to try it.

  • How much is performance hindered by 8 points vs 4? Is it exponentially more render intensive? Are 9 points twice as difficult as 8? Is there a graph or a chart that would show this?

  • Thanks Ranma

  • Thanks Tom!

  • Not sure what BBcode is. Could you give me an example text so I can match and insert my info?

  • ranma thanks, but isn't that what this code does:?

    AppMobi.device.setRotateOrientation('landscape');

    Mine seems to work only with this one. I'm just wondering if there is an advantage to using both.