fldr's Forum Posts

  • im currently working on a second part for my game 'Warehouse' called 'Warehouse2'

    it will include lots of new levels, new graphics (made by an real pixelartist instead of me), option to undo steps, a level editor with the option to load levels from txt files and a lot more!

    wil try to release it to Android, Windows Phone and FirefoxOS in August and will continue to work on it every day until then, so stay tuned for updates

  • yeah i see desktop is a problem but it would still be a super cool feature for mobile export where you have tons of different resolutions and i think 99.9% of games exported for mobile run in fullscreen so you could just take the overall resolution as reference.

  • I think it's possible to render SVGs at a fixed size and then just use them as a WebGL texture, but this could still be slow when scaling objects gradually (every size change requires re-rendering the SVG then uploading a new WebGL texture to the GPU), and it would still use lots of memory (the same as if you just used a normal texture in the first place). I'm not sure that really has any benefits.

    when thinking about using vector graphics i came to a related idea. One could use svg graphics in the project and when the exported game is loading (or after or before?) a "preloader/svg-to-pngexporter" checks for the resolution of the device where the game is loading and exports the svg's to png's accordingly to this resolution (or multiplied by some factor that you specify in the editor) then it clears storage and loads the game with these png's. Only happens at loading of the game (or before, etc.), not when the window size is changed. That way you could be sure to always have "crisp" graphics, no matter how big the resolution is and wouldnt waste memory on small resolutions. Only loading time should be affected. Does that make sense?

  • hi, there are some bugs with "tab to reload", most times when it said tab to reload there where bullets left but couldnt be fired

  • Thanks guys im just waiting for them to start wanting html5 for desktop like they do flash.

    maybe you already waited too long, sadly, sales on html5 licenses are going back since beginning of 2014, you can read about that on FGL.com or other html5 dev forums.

  • nice game! how do you track the plays?

    at first i thought i controll the spider but then i realized how its played

  • ...but the non-Crosswalk Android build will only work well with Android 5.0+...

    or not so performance hungry games, depends heavily on the type of game i would say, try out some of my games (signature) on Android 4+ devices (only "Find the Fruits" is an crosswalk app)

  • sorry if i overread it, but is there a way to center the view when using Fullscreen "letterbox scale" or "letterbox integere scale"?

  • fldr - between something like AJAX and Sprite, I think that is pretty much no actions at all, making the family pretty useless!

    yeah, the Ajax object isnt the best matching candidate for what i descriped, but who knows what people want to build? i wouldnt worry and just let the users choose what they put into the family, if they put something in like the Ajax object it would be their own fault that they dont have many actions left to choose from, but personally i would love to mix sprites, tiledbackgrounds, 9-patch, spritefont etc. because what these things all have in common is x, y, visibility, width, height... and so on (and i think this is a more appropriate example then the Ajax object).

  • If you go to add an action for a family with both the Sprite and AJAX plugins in it, which actions do you show? What if you run an AJAX action on a Sprite instance or vice versa? etc...

    you only show the actions they have in common!

  • no, i dont know yet where to get these keys (guess i have to use the same as XDK used if i want to update my game on playstore, wright?), i tested with the debug version

  • uh, sorry didnt saw that, thank you very much, will now test with WebGL turned off!

    ok now it worked, but i cant say i like that the view isnt centered (my game doesnt match my test devices screenratio so there is a huge black spot to the right of the actual game)

    performance seems better then XDK Android Webview build, have to test against the crosswalk build tomorrow

    size of the installed app is 20.76MB (XDK Android is 9.68, XDK Crosswalk is ~55MB)

    the game doesnt always start when i touch the icon, sometimes there is only a blackscreen, same goes for when the game gets supended and you click the icon while it still runs in the background, it just gives a black screen.

    the colors in the cocoon build seem a bit weird:

    XDK:

    Edit: uh, ok , just noticed this color thing is because of webgl turnedoff, but no clue why, the blocks dont have any effects or stuff

  • Hi,

    i managed to compile a game in canvas+ and it runs on my Android device, but it isnt Fullscreen, it takes like 1/3 of the screen, the rest is black. I checked Fullscreen in the cocoon settings and in construct its set to Letterbox scale.

    Can anybody tell me how its done wright? I remember having similar problems with the old compiler, while Intel XDK makes the same game (with same settings, now even with same exported project) run in fullscreen.

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  • Hi,

    do construct2 exported games work with the new cocoon service? and if yes, what export method should i choose? i had no luck with normal html5 export or cordova export.

    and for the plugins, i saw that the new cocoon has quite some monetization plugins, but which will work with construct2? i think none of them without installing a plugin in construct2?

    which execution environment should be choosed for android ?

    even if i didnt manage to get my game work, im pretty excited about this new service, the apk size is tiny (896kb for an 802kb construct2 export) and even installed (1,1MB), the app is much smaller then XDK (webview) Android

  • when using the build in admob ads plugin you can definitely minify, all my games with admob are minified and still work