dgualdron's Forum Posts

  • Thanks for the feedback

  • My wife say that you can always burn your calories very easy. I made this game to show her how easy is.

    • Click or Tap the candy to burn calories
    • Every fallen candy give you more calories
    • Reach 0 calories to win

    Are you brave enough to reach 0 calories?

    Feedback is much appreciated, and thanks for playing!

    https://www.scirra.com/arcade/action-ga ... r-free-958

  • Try Construct 3

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  • Is what Apple say, we try it on a virtualized mountain lion and we could't register keys from Xcode organizer if you can make it work just share you're configs.

  • Every user agent (browser) has his own implementation-specific limits, normally around 60 secs, beware of the size remember that is on client side, manipulation / upload could be a pain.

  • Make 2 builds and call the retina one "My Game HD"

  • iOS is WebGL enable since 5, they just don't let you use it until it meets "some" standards, but i bet is on a close future

  • Since december of 2012 (more or less) you're not able to upload any ipa file to the app store, now you must do from Xcode directly sync ( kind of "buy a mac"), virtualized environments don't work anymore i'm not sure about third-party store submitters.

    If you want, i can publish the game for you if meet the company requirements (must talk to the boss).

  • When you make a Web Clip (ios homescreen) you'll get in performance issues cause half cache support, sandbagging and no nitro boost because safari api don't give the same access as in web browsing.

    Your app will drop from 25% to 50% in performance when clipped.

  • Currently iOS don't support (public) WebGL=enable on a Web View

    If you want to take a picture an upload to a server i will say go phonegap.

    If you want some freedom on working with camera (crop, resize, some filters, instagram like etc) i will say go native.

    If you want total freedom on working with camera i will say go OpenGL ES, if you're not good at objective-c / c / c++ you can try Ejecta:

    impactjs.com/ejecta

  • <img src="http://media.indiedb.com/cache/images/games/1/25/24447/thumb_620x2000/04.png" border="0" />

    <img src="http://media.indiedb.com/cache/images/games/1/25/24447/thumb_620x2000/02.png" border="0" />

    <img src="http://media.indiedb.com/cache/images/games/1/25/24447/thumb_620x2000/03.png" border="0" />

    Complete info here:

    indiedb.com/games/star-cars

    Is a work in progress

  • Mac BootCamp and get your construct running on windows 7, thats what i did, besides i can publish games on the apple store if you want to.

  • Sony Xperia is WebGL-enable

  • If someone is interested in publish a game to the Apple Store / Play Store or testing on iOS devices, count on me (free), also if someone need in-deep integration with the stores (in-app purchases, storekit, etc) im here to help too.

    Preferable free games but if you want to earn money, we can talk and share.

  • You should take a look now that SDK 3.X is out, seems that they improve the web view a lot:

    docs.appcelerator.com/titanium/3.0

  • Create and empty project

    Create a new folder 'www' into resources and put your construct 2 files on it

    Open the app.js and put this on it:

    var root = Titanium.UI.createWindow({

         backgroundColor:'#FFFFFF',

         width:'100%',

         height:'100%'

    });

    var webview = Titanium.UI.createWebView({

         url:'www/index.html',

         disableBounce : true,

         width:'100%',

         height:'100%',

    });

    root.add(webview);

    root.open();

    Well on some android testing it run pretty slow i don't know if image/resources resizing is involved in this poor performance in terms of scaling small images maybe resize bigger ones do the trick or distro specific size can beat that, but i'm pretty sure if you android phone can't handle css 3D transformations don't spect your games to be smooth, iPad and iPad mini handle the game at nice performance, iPhone just a little bit of less performance. Im hope Nitro JavaScript can help boost our HTML5 games and apps.