Bert's Forum Posts

  • kroma.biz/c2

    Here is a link to an example .capx

  • How do I disable mobile accelerometer, so that my portrait format game stays portrait locked, and doesn't switch to landscape if the phone is tilted.

  • Not sure if this is a bug or if it's just me. I have an 8way behavior, and when the player hits a wall(solid) it always changes the players angle to 0 degrees. Example holding up arrow walking up, stopped by a wall, and the player is snapped to face to the right. Same happens walking down, almost the same walking left(you can see it try and flip, but with the left arrow key down it snaps back to left right away), and walking to the right doesn't change angle on contact.

  • An option to scale unfiltered would be nice. This would be good because when you scale up with bi-liner or bi-cubic the edges of the file get feathered instead of staying sharp.

  • Thank you, this clarifies a lot for me. I have been going based on the size of the C2 project, but I really need to go back and double check all my files with this in mind. For example I have an animation that is mostly black with eyes looking around, C2 sees it as being a tiny amount of data, but decompressed this would be huge.

  • I don't mind paying more for more features. Before I started building my game in oct 2011, I looked at Gamesalad. I went with C2 because the interface in gamesalad(which looks like stencyl)is too basic, and seems to be missing important organizational tools and things like snapping. But mostly I picked C2 because gamesalad was just for ios not droid, (back then, now it does both). C2 boasted its HTML5 could/would be able to output to Chrome, IOS, and Droid. C2 needs to get the appmobi thing worked out, and they already know this.

  • In the performance tips there is a paragraph that I would like to know more about:

    "Image formats (e.g. JPEG, PNG-8, PNG-32) affect the download size but have no effect on runtime performance (they are all decompressed to 32-bit bitmap on startup)."

    When the images are decompressed, do they go into RAM?

    How decompressed do the images get?

    Example: A solid black 1000x1000 pixel .png is 6k, but the same 32bit bitmap is 3,907k

  • sunnysonic, Some else told me (which worked for me), you can't have minify script checked for appmobi export.

    Wink, thanks, I figured that out after the fact.

  • The HTML5 game works perfectly on Chrome with the 12fps cinematic image sequences. But I was considering making them like 1fps or 2fps cards(cinematic slide show) for the mobile. A video plugin would be nice, I didn't know that was an option. Thanks

    Also you mentioned testing an a mobile as you go, but I've gotten 20x or more performance boost after converting to a .apk through appmobi. My app wouldn't run on a moblie with the preview(crashed or 1fps no movement), but after with appmobi it works almost fine. I just need to fine tune it a bit.

  • There were a hand full of cinematic cel animations. I dropped these to 480x320 and then scaled hem back to 960x640(in C2). This got the project down from 98.1MB to 44.6MB. Will this help? Is scaling them up in C2 going to add the same amount of end RAM plus more cpu use to scale them?

    By the way the game runs great on Chrome(with no down rezing of animations). It's test published only right now(I need to do another play test through the game before I make it public). The 10MB thing is wrong. My game zipped was 15.7MB and they took it no problem.

  • sorry about that, it was unintentional, not sure how to fix now

  • It's odd, but I think appmobi does some serious optimizing. It's at least a 20x speed up as a .apk file. I am noticing that when the screen is touched the image quality goes down(like it goes to a half rez aliased mode while being touched). Also sprites that are not 1:1 scale in construct look like low quality scaling.

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  • It would better if you provided more details of your game ?

    it is a top view 8way controllable game with solid walls(no physics or platform behaviors)

    How big is it (MB) ?

    in construct it is 98MB

    Audio file sizes ?

    maybe 9 tiny sfx and one 45sec music loop

    Does your game have a lot of animated objects ?

    no

    What size sprites are you using for your animations ?

    the image is 960x640 so the sprites range from 50x50 to 250x250

    60 levels sounds alot! yes 60+

  • My game runs on a single cpu android! Only after using appmobi to make an .apk file and installing it on the phone. Both the C2 preview and the appmobi local preview caused the same phone to run at less than 1fps(impossible to even move). The droid also has a task manager and my app pulls about 80% of its cpu and uses 100MB of its ram. I don't have the fps yet(i didn't have that active during the output to .apk), but I would say its about 20fps.

  • My game runs on a single cpu android. Only after using appmobi to make an .apk file and installing it on the phone. Both the C2 preview and the appmobi local preview caused the same phone to run at less than 1fps(impossible to even move). The droid also has a task manager and my app pulls about 80% of its cpu and uses 100MB of its ram. I don't have the fps yet(i didn't have that active during the output to .apk), but I would say its about 20fps.