dformer's Forum Posts

  • Yes, sound families would be great. Right now i try too make a smart solution for a "sondFX on/off switcher" for the user and families would be very helpful for this.

  • There is a reason why big game companies still use flash or java for bigger online games. AS html/html5 is not ment to be a game-platform, there are borders, sure.

    Im actually a bit unhappy about my plans for 1-2 games too, but its not html5 or c2 to blame. I know, that when i want best performance on my android device, i have to code as near on the base as possible, so for me its java than. But as im not such a super-talented programmer i also try to make my ideas with c2 coming true, and well,...this is awesome. So, i think, if you see, what html is originally made for and what c2 makes possible/gets out of it, c2 makes a fantastic job. If others like gamemaker do the export better...i dont know.

  • ArcadEd: Thank you very much for answering me.

    I still have a lot to learn <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • es, I turned that option off in construct, exported to phonegap and built with eclipse and everything worked great

    May i ask you, why you use phonegap and eclipse instead of just using phonegaps online compiler? Im really interested, as coccon is not possible for me at the moment and exporting my game to phonegap-online-builder is quite laggy(sure, this may have several reasons). Ok, i saw your spelling game(which is really nice!--> superb grfx.All made by yourself?), as little as i know by now, i guess its no problem for your game that is not supported by direct-canvas(not really sure if im right here). One thing i really dislike with my little export-experiences with phonegap-online-compiler is that my programm now requires permissions i dont wanna have in my game,cause its just not necessary.Those games compiled by cocoon are even worse...As i have a (very) little experience programming java within eclipse i know, that you have full control over the permissions here. Do i have the control with the combination of cordova/eclipse? Didnt try it out yet.

  • mm i think you need to create a channel name in youtube sitting

    Thanx zsangerous, you`re right. Now it`s working. Thanx again!!!

  • Hi folks, i guess its a silly question, but though:

    in the profil settings there is:

    Youtube Page     www.youtube.com/user......

    this is where i can add my yt-account data, but actually i dont see the neccesary code for/after the user/.

    So, this is my channel:

    ??????????????????

    youtube.com/channel/UC1AJy6rWQJc4SY1glTJkeMA

    ??????????????????

    but i donts see the user-id, which is lacking in my profile here.

    Sorry, if this is a too dumb question......

  • on't use phonegap. Don't use phonegap. Don't use phonegap. It's not really an option anymore.well, yes, thats what im starting to think at the moment too. Its beaucse of the lack of direct-canvas-support, right? I`m actually a bit overwhelmed by the possible options to export, like ludei/cocoon(which doesnt work for me,`cause of android 2.2.2 device isnt supported), appmobi, phonegap, cordova/eclipse......Other possibilities for exporting when an android-app is wanted? AAAArrrrrgggghhhh, just wanna make funny games.........

    enerally people choose between sprite fonts and normal text based on the typefaces and appearances that can be achieved, rather than the performance. There's either not much difference, or the sprites in your game take up a lot more rendering power, making the question irrelevant.ok, if its just about the styling i understand it, as not everyone has the same fonts on their system. And of course, puttin in a 2mb jpg to the project will slow down more than normal text can do.

    ..So, thanks for answering anyways...every answer is very welcomed (sorry for my english, i know its not the best <img src="smileys/smiley1.gif" border="0" align="middle" /> )

  • Nathan: thank you for your long answer. As im struggling with a lot of options in making games, every Information concerning those is highly appreciated and useful for me.

  • Nimtrix: this is great for me right now, thank you for sharing!

  • Hi there, congrats to your game.Really nice retro-chic.`like it. I downloaded it, but its not playable for me on an htc desire(bravo) os 2.2.2. Again- the list of required permissions for installing is just horrible, though i know you are not to blame for this. But i think, if people read the list, they think twice to test your app. So, maybe this forum has the power to let ludei & co re-think about this <img src="smileys/smiley1.gif" border="0" align="middle" />

  • guess the minimum system requirement is higher than the OS on your device

    yes, i suppose that`s true. kinda funny/pervert, that my mobile is to weak.It`s at least a much more faster than my very first pc, hehe.

    've used Eclipse and Cordova to package most of my games as I have total control over permissions and ad networks, but the performance is a lot laggier.ok, thats interesting to hear, as i planned to have a closer look to this combi in the near future.

    Thansk for answering. Good luck with your app!

  • Hi Andy, congrats that you`ve made it. It looks really nice and funny, i downloaded and installed, but its`not playable for me, as i own an htc desire (bravo) OS 2.2.2, which is not supported by cocoon/ludei.So, the screen simply turns black. I guess it`s only playable with the cocoonlauncher? If so, you should give the user this information. And well, the amount of required permsissions is a bit scaring, as i dont see the needs for your game, but maybe i`m wrong. But i`m sure, its a brilliant game, looks very good to me <img src="smileys/smiley1.gif" border="0" align="middle" />

    ??????THUMBSUP!!!?????????

    Can you tell me, on which device you test your games, and which kind of export-options you tried out so far?

    With which conclusions? I know, a lot of questions, but maybe it can be useful for others too.

    pS: our Avatars could be friends <img src="smileys/smiley17.gif" border="0" align="middle" />   <img src="smileys/smiley17.gif" border="0" align="middle" />   <img src="smileys/smiley17.gif" border="0" align="middle" />

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  • FiRST thnx for your answers<img src="smileys/smiley1.gif" border="0" align="middle" />

    Do your games perform better on mobile if you remove the text? Just asking to see if the text is really the peice that is causing your performance loss...es, i have to test this, but befor i do,i thought, maybe the more experienced users say: "no, it doeset make a difference anyway with this little amount of text." Actually, im not in to the spritefont-plugin now. Will try it <img src="smileys/smiley1.gif" border="0" align="middle" />

    Don't use phonegap. It doesn't have hardware acceleration so it's nowhere near as fast as cocconJS.As i own an htc desire (non-rooted/jailbreaked/flashed/whatever...) with os 2.2 on it, it neither doesnt work with the cocoon prebuilder nor with their onlineservice for me. Sad, but true *sniff*

    So, i read that their is also another way to work with phonegap, using eclipse ans some kind of more basic stuff of phonegap/cordova, but i just read a few lines about that. Dont really know, if its worth taking time to learn about it, because i dont know, if it would be a win for me. So, for now, im happy that some things work on my mobile, but yes, the framerate is damn low. Ans audio is also a bit scary. Sometimes sounds work, others of the same format dont.Maybe its about inner samplerates, dont know....Ans yes, i`m aware that there a more possibilities why the game is slow, it also could be the way i use the code, I guess there is some kind of redundance in it, who knows <img src="smileys/smiley2.gif" border="0" align="middle" />

    lso keep in mind C2's preview/preview over LAN is way slower than C2's exported HTML. If you want to see C2 at full speed, export rather than preview. yes, i do. what i get by phonegap is an debug-apk(as far as i dont add a key, otherwise it could be an official app).

  • Hey there,

    is there really such an advantage by using spritefont/spritetext instead of graphics? I really wonder because i always thought, that images are (normally)bigger and take more cpu-power to be calculated.

    Im not talkign about an epic text-based adventure. Just the texts you will need for most common jump`n`runs, shooter etc. .I`m asking because i`m working on 1-2 small games and the framerate is horrible on my mobile. The games are exported to phonegaps onlinecompiler and after that the games have framerates by 1~15 instead of 50~60 (on my pc). So, i really thought it was a good idea to use as little amount of images as possible, then i read about the spritefont plug-in. I`m a bit confused :)