johnny89's Forum Posts

  • 14 posts
  • Everything between 4:3 and 16:9

    So using a 16:9 layout and centering your scroll, making sure your background reaches the 4:3 aspect ratio should work..

    You could also choose to use a square layout and distributing your HUD by using the anchor behaviour..

    I don't quite understand everything you said since I'm new, but I'll try to learn and do as you said Thanks.

    edit: no wait. I think I understood it all by just re-reading lol

  • I couldn't explain well in the title but what I'm basically asking is: which resolution/aspect ratio should I target for an android game that plays in a still screen (the camera doesn't move) and is designed for potrait mode?

    What "options" (scaling, export mode, etc) should I avoid and what should I use instead to get the best framerate?

    Any advice on how to maximize physics performance?

    I know there's plenty of tutorials, but I don't really know which one would be best for what I'm describing...a link to a good tut would be fine

  • In almost all cases the game will run better on the device than wifi preview, if you're getting 60fps in preview you have nothing to worry about

    I've only seen one exception so far - the hudl2 tablet which for some reason did run better in preview, though I assume this is rare.

    As I thought. Thanks buddy!

    OT: you are cute

  • I'm trying some game prototypes on my low end phone using chrome through wifi preview.

    When I optimize them I manage to get 60 fps but sometimes they drop down a little, which I hate.

    So, let's say I publish the game on the play store and try it on the same phone. Will it perform better than it did on the browser over wifi preview, or what?

  • I would really avoid this "publish" thing but since it's the only way I can preview games on android without spending 100 dollars I have to go through this pain...

    What I'd like to do is uploading the game to a site only I and a few select can access, maybe one that is hosted on a local server or a free web hosting site with a "only visible to me" feature.

    Alternatively, can you help me on how to upload a game to a weebly site? I heard I have to embed the code or something (probably the code included inside an html file) but how about the files/folders, shouldn't I upload those too? I'm confused by the tons of guides I read

    Thanks in advance.

  • I've said this before and I'll say it again.

    > Olso(from everything I've learned so far, correct me if I am wrong guys) the most important thing isn't how powerful your hardware is, but how you design your game.

    > If you design your game poorly(too many effects, too big resolutions on your sprites, poor code/too many every tick events, etc.) then theoretically you can bring any pc/tablet/phone/etc. to a crawl, no matter how powerful it is, even with a 2D engine...

    >

    While I agree with that statement, there is very little to design/optimize in a game with only 1 layout that counts 3 or maybe 4 sprites, only one of which actually moves. My concern is that even such a simple game could have problems on low end devices. I may be wrong but if a samsung galaxy young can run angry birds with just a bit of stuttering, it's probably not the developer's fault if a much simpler game with less than 5 events runs with poor performance or even crashes.

  • This is how the world is. Stupid people bashing things for the lulz of it based on stupid reasons. You just have to get over it and ignore them

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  • You can export to a HTML5 website in the free edition, then try it on a mobile device.

    Sweet, I didn't think about it. Thanks :3

    edit: I thought about that now and...shit, I have to export my pre alpha prototype on a public website or host myself an html5 website (and I don't even know how to do that) just to test it...this kind of sucks..really bad :-/

  • I have not use Physics on any of them. I have seen a few projects that use Physics with nice performance.

    So, I tried your "run robot run" game a few moments ago. It's an ok game, I played it 5 times already XD

    Still, I have a dual core 1.2 ghz + 750 mb ram android 4.something smartphone and it stutters a bit, even if it's normally playable, but maybe some of the animations just aren't fluid per se.

    (Oh, and maybe it's just me, but the red color of the menu buttons kind of gives me the feeling of a "not available" or "pay to have" feature)

  • I know I haven't, but I've just started trying. It's excellent software, so I expect there are .

    I wish you good luck with that ^^ I hope I don't sound inopportune, but which platform/s are you targeting? And which genre/s?

  • Well, there's at least one bloke selling templates for $200+ per time, so either he's not selling anything or he's past £5k I would imagine.

    That's crazy...

  • Just curious.

  • Performance is never enough. You can try any of my games and test for yourself.

    BTW, I don't think WiFi preview on the Free Version became a real thing :/

    Thanks. I hope I'll be able to check those out tomorrow morning when I'm home.

    Did you use physics in any of your games? I've heard it kills performance.

  • Hi everyone. First of all, I'm amazed at how simple and powerful this software is. On pc, that is. Anyway, I'd like to make mostly android games since I own a good range of devices with said os and testing wouldn't be a problem...theoretically...but I'd have to buy the license to just try the games I make. What if I'm not satisfied with the games speed? So, is there any chance this will ever happen? Even a limited time trial of this feature would be nice, just to actually test how games play...I would have bought the software without even thinking about it but I've heard bad things about how the performance is on most mobile devices...

  • 14 posts