Hillstrom's Forum Posts

  • First, thanks for the quick responses.

    1)That dual-encode is pretty good stuff to have. It solves this problem. I'm using windows 7 so this issue is gone for me. Good work Scirra on this one. But a question anyway:

    This dual-encode works too using those below-mentioned wrappers for ios browsers?

    1)b) I know about the wrappers, that is the only way to go so far.

    Isn't Construct 2 already capable of exporting using those wrappers?

    I belived that appmobi was more or less done in the last release of C2 and CocoonJS was in testing phase for android apps.

    How's the development going for this kind of "html5 to native" solution?

    Using of course those mentioned wrappers.

    2)Sqiddster is one of those users I take as a reference about the way to go. So you say it's better to make a dual project instead of losing hair detecting devices in-code? So far this is my approach since probably other areas will suffer severe changes in format too.

    I'll check those methods you mentioned Ashley, just to have all grounds covered.

    To extend the question in 1b, If I export using a wrapper like, say, directCanvas, I gain audio and speed, but there's a stopper somewhere? Some feature unsupported or any side-effect in the process?

    Last about the wrappers,

    Can be used with constuct 2 to make native apps and ios webgames or works just in one front only?

    Thanks in advance, i found no other reasons or walls on my way if those questions are answered in a positive way. Fingers crossed!

  • Hello everybody!

    Two questions related to the best way to port the same webgame to pc and ios web.

    1) how do you overcome the nightmare of having different audio formats for different browsers? (especially with ios's safari).

    Since appears to be no one-solution format, how do you conform to all?

    1)b)Somebody found an easy workaroud to the lack of audio on ios safari? Some I found in the community works but are a pain really.

    2)When you make a webgame for pc and also for ios web browsers, how do you manage the dual controls scheme when there's no 1:1 correlation between pc controls and ios heavy use of touchscreen?

    I think the answer is to have a "Case" or many "if" here and there but maybe there's a more manageable solution. Some kind of master controller that switch "versions" depending of the platform initiating the game.

    Very lost in portability techniques. Any help would be appreciated a lot.

    John.

  • When i see this engine and many others i see in this one a lack of IOS export and compatibility in the frontpage. A quick look should reveal that IOS games can be made with constuct 2 but that doesn't shows until you look deeper and even then is somehow elusive.

    I think it would be very important to show much more about compatibility, maybe as a pane like those that say Box 2d Physics, Facebook Games, Chrome Webstore, etc.

    also some more flashing around the concept of "develop once play everywhere" and speed of html5 games on IOS browsers.

    Any Social "ready to use" feature should explode in many colors too, like that pane saying Facebook Games, with enough info about capabilities and features. Online Score, compatibilities with this or that social platform and such.

    Basicly an exaltation of the posibility to make the games that everyone is playing. Dissect one and see what make it a winner, and if the feature exist, show it big.

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  • Hi Ashley,

    Sure you are quick responding! another great plus of this engine.

    1) I was looking into this webstorage object a couple of minutes before. Seems to solve this issue.

    2)You cleared a big shadow on my plans. I feared that there was some limitation on inputs between a native app and a webgame app on browsers.

    (By the way, handhelds webgames are the future, all efforts should go on this direction along social integration)

    3)jajaj when i asked this question i was thinking on that blog but i was convinced that was a dream. This one was a question but i forgot the "?"

    4)Good to see that the layout doesn't eat memory in a fixed way. This question was based on comparisons between this engine and many new html5 based ones that i don't know why are so slow or there's this conviction of html5 being slow/useless for game development.

    5)This Space Blaster example helps me . Many objects, fast movements (and animated) and special effects all working good on ios browsers. Since I still don't have an ios device i have to ask many things about this engine on those devices. So far this engine seems perfect for this devices.

    5)b)You named Safari on IOS not supporting audio yet. But there's other browsers options that runs games made with this engine on that device right? I was an Android developer so ios is new groud for me.

    6)Excelent. My general plan is to remake a zelda3 source code into this engine in d&d and see how much can be done in that type of game (something like bastion over ios browsers). The features i was lacking enough information was to fulfill this kind of project.

    Thanks for your answers, comming from one of the engine's developers gives tremendous security.

  • Hello all,

    This topic is to clarify the presence of some features i need and maybe understand some others, specially when working on ios browsers.

    1)How to save data outside of the temporary directory of ios/pc browsers. So i don't loose this data when this space reach it maximun allowed or the user erease the temporary files i don't lose game states.

    Data like states of objects on levels (doors already opened, etc).

    2)Multitouch and Sweep/Slide on ios /ios browsers

    I'm almost sure there's no problem here. But maybe there's some kind of limitation on user's input on ios browsers. Can you confirm this?

    3)No problem with fullscreen on browsers that support this feature

    Like firefox, this on pc browsers and ios ones.

    4)What is the limitation on maps size for an ios web game? Regardless the amount of objects on it.

    5)Can you tell me the spected performance of a game like Project Blaze Zero player on an ios browser? Is too much for it? Using the fastest browser as a reference.

    6)Related to point 1, are complex games possible to made with this engine and playable on browsers? Or maybe just for pc or just as native apps.

    That's are all my concerns. If for most i see no impossible obstacle then count me in on this engine. Seems very good for webgames in html5

    Regards,

    John