goldentreee's Forum Posts

  • Arima is right, Apple recommands to not go more than 20 mb or 20%, not sure, if i'm not wrong, but in reality, it seems that you can use more :

    170-180mb of ram on devices with 512 Mb of ram total (iPhone 4, iPad 2, iPod touch 4g)

    40-80mb of ram on devices that have 256 MB of ram (iPad, iPhone 3gs, iPod touch 3g)

    25 MB on device with only 128MB of ram (IPhone 3g, iPhone 2g, iPod touch 1g-2g)

    found here, not official at all : stackoverflow.com/questions/6044147/memory-limit-and-ios-memory-allocation-in-iphone-sdk

    but in general, it's what appears to be possible. (i saw the same kind of returns in lot of websites).

    And as long as it's impossible to escape the fact that all the game (and so all the use of ram, if i understood well too) is load at the begining of the game (can't wait cocoonJs to support the loading of each layout), it's a thing you have to really be carreful of, to my opinion :)

    ps : thanks for your words about my english, i try to do my best :)

  • me again (lol).

    To be sure : if i reduce my window by 50 %, and resize my layout by two (so at the siez of 0.5) to play it at 0.5 on the ipad3/4, would it be consider like retina ?

    (cause my game is played /2 his real size, so are the sprites and co ?)

    Not sure if i'm clear.

  • By the way, I have a question in mind : what does it means exactly for Apple that the Retina Support is an obligation ?

    Do we need now to do games ta the resolution of the IPAD retina ? (2048x1536) Or Construct 2 does something special with it with the Retina option ?

    Thanks

  • Ok i didn't pay attention but in fact "letterbox scale" is not working with cocoonJS, that's why I was so surprised to have a bigger view on my Iphone 5 than on my Ipad 2 (i thought it was a question of height of the screen). The Iphone5 is playing it as "scale".

    I still don't have an Ipad3/4 to test, I will receive it in the week, but I think the best is to play my game at 1.0 on the ipad 3/4, and then with a screen size detection, to play it at 0.5 on the ipad 2.

    Like that i'm full screen too for the Iphone5, which is a obligation too now (no black bars allowed anymore).

  • hi and thanks for your answer.

    I'm using "www.blabla" link.

    Ashley, I did as you said, but it seems that it's not working, it's still asking me to put the code in tha index.htm.

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  • Well, false reason it seems.

    It was working well, but it came back, for really no reasons (with my 512 image).

    It's complitely illogical it seems lol.

    So the pb is something else !

    I will continue to try to find :)

  • Ok, I think I found the pb at my end.

    I optimised as much as I could my first world (101 draws in the biggest level, 7.7 mo of ram, 230 ko), that I decided to authorize myself a big image for the background (1024), to do nice clouds moving with the scrolling.

    As I tried to get rid of everything one by one to find the pb, I tried my game with a 512 image, and the pb disappeared.

    So i thought, ok, it's that, even if the Iphone 5 is supposed to handle that very easely, but as I'm naughty (lol, sorry english isn't my first language, don't know how to say that), I tried with the same image but at 1020.

    And at that size, the pb was not there neither.

    So I tried at 1023, and... it works !

    I have now a constant 62 fps on my Ipad2 and Iphone5 (just once 58 on the Ipad2, but with no "burp" like before").

    It's the same than before in my Ipod4 (between 40 and 60), whatever is the size of the image (1024 or 512, I think i'm more "stuck" with the number of objects on this device), but it's reaaly playable, even if the FPS do a kind of constant up and down.

    So at the end, don't know if everyone here was using a big image, but it seems that the trick is simply, if you want to use a big image, to use a 1023 px image instead of a 1024.

    Personnally, I will finally use a 512, cause the graphic difference doesn't justify (for my project) the differecne of size, and cause it will make me win memory (8.3 instead of 10.2 for the moment), what can be good when i will have my entire game (i'm still finishing the 1st world). Maybe I should try 511 too haha.

    That's all !

    :)

  • Hello !

    I have 2 questions :)

    1 - When I try to use AppMobi in their kind of , it asks me to put that code in the head of my index.htm :

    "<!-- the line below is required for access to the appMobi JS library -->

    <script type="text/javascript" charset="utf-8" src="http://localhost:58888/_appMobi/appmobi.js"></script>

    <script type="text/javascript" language="javascript">

            // This event handler is fired once the AppMobi libraries are ready

            function onDeviceReady() {

                //use AppMobi viewport to handle device resolution differences if you want

                //AppMobi.display.useViewport(768,1024);

                //hide splash screen now that our app is ready to run

                AppMobi.device.hideSplashScreen();

            }

            //initial event handler to detect when appMobi is ready to roll

            document.addEventListener("appMobi.device.ready",onDeviceReady,false);

    </script>

    "

    I've tried, and tried, but it never works.

    Does someone has the solution ?

    2 - I tried to to put my game on my website, to share it with my friends and have their returns.

    I'm really stuck with it : i put an iframe on a page, calling the index.htm of the game, but it never works, and says that the file can't be found.

    I tried to find solution on the forum, but didn't succed in it.

    I'm probably missing something, but I don't know what.

    Thanks !

  • Thanks Ashley !

    How can I send you my file ?

  • Thanks Ashley !

    I quickly tried it on all my devices, and it seems to work ! It's sio reaaly simple, it gives me the impression that I lost my night haha.

    I will be "very" sure when I will try it on an Ipod3/4 as soon as possible :)

    I didn't know why, but I was sure that Letterbox Scale was not supported when using CococonJS or things like that.

    Thanks again.

  • Thanks ! and you are right, I think I have to be very carreful about that.

    So I decided to take the pb in the other way :

    As I am in scale for fullscreen, i will play with the windowSize in the project property, to reduce it until I have what I want on the Ipad 3 or 4 (which I have to buy now whatever, because of the obligation of retina).

    Then, instead of playing it at 2.0, i will play it at 1.0 on the ipad3/4, and then reduce it (for example 0.5 for the Ipad 2) to match lower resolution devices.

    I think it's the best to do, cause like that, my game will turn at 1.0 on the retina displays, which is necesseray I think.

    Thank you again a lot to have pointed that pb to me :).

    Besides, the idea of the shop was good, but I'm living in the middle of nowhere (lol), so I will buy one, it will be more usefull whatever :).

  • I still don't use sounds on my project, so it's not au audio pb i think.

    I have it on every device, even the Iphone5 (my game turns between 40 and 60 on an ipod 4).

    The more I think of it, the more I think it's a cocoonSJ pb, but i never succeed in using Appmobi, to try on it lol.

    Whatever, being able to define the fps limit would be very usefull to be sure to avoid this kind of problems.

  • Hello !

    My question can seem stupid, but in fact no lol.

    I have a game, for IOS, running at 60 fps, but sometimes, for no reason, it falls to 58 or 52.

    Even if it's great to stay above 30, my problem is that when I try it on my ipad (via CocoonJS launcher), when this little fall of FPS arrives, you can really notice it on the screen, i mean, you really see the fps fall. (the game "stops" for an half second or something)

    I don't know if it comes from Construct, my game or Cocoon, but i just don't want to see it.

    It's a shame, cause i'm always above 50, but you really notice it.

    So my question is : is it possible to set the max fps of a game, to avoid that ?

    and another question : if it's a cocoon laucher pb, will i have the same thing with the compilation ?

    Thanks !

  • By the way, as I don't have for the moment an Ipad3 or 4, if you use scale of layout x2.0, do you have good visual results ? (not everything too much blurred or something like that).

    It seems to look ok on my iphone 5, but the screen is really smaller than the one of an Ipad.

  • Thanks for your answer.

    i just didn't know "compare two values" before (lol), which I used to try on my Iphone 5, and it seems to work ! :)

    (i used set layout scale, to keep good proportions)

    Great and thanks !