Knifegrinder's Forum Posts

  • On the HTML5 side nothing beats C2 in terms of engine optimization and GUI. GM has on its side some good exporters for mobile devices, but the workflow is a pain.

  • I don't think this will be possible in the near future.

    Galaxy note is a gingerbread device, Android WebView on gingerbread doesn't even support normal multitouch, so I doubt that will support S-Pen pressure values.

    On the other side accelerated wrappers like Directcanvas or CocoonJS have both problems on the input side (passing motion sensors and touch values to a custom accelerated canvas seems a tricky task on Android, in fact there's not yet accelerometer support on cocoonJS and as Ken from appmobi said in this forum when the accelerometer listener is activated android directanvas is slower than software rendering).

  • Me too.

    Unhandled Exception C00000005

  • If you have an iPad and you use Appmobi XDK try to export your game with "software render" flag instead of directcanvas. Then with the AppLab installed use the "test anywhere" option. You'll have accelerometer support, a decent speed (don't expect an outstanding framerate, but it's still a lot better than LAN preview) and the ability to lock your game in landscape mode.

  • You have to sign it before uploading to google play. Follow the tutorial posted by stevo301103. You simply can't upload an apk created by ludei cloud compiler without signing it by yourself. Google doesn't allow it and this isn't Ludei fault.

  • Is this manual method really any better than the online Phonegap method? Reading around some other threads, it didn't necessarily seem to be the case. I exported to Phonegap and used the online service and the performance wasn't nearly as good compared to CocoonJS. I have no doubt that results may vary from game to game.

    Maybe my poor performance was due to using text boxes in my Phonegap export, when I understand that's a big no no for performance... though, it didn't affect my CocoonJS performance. Spritefont plugin doesn't work for Cocoon currently, but maybe it would for Phonegap? I'll have to experiment with it more later I guess.

    Phonegap has very poor performance. It becomes just a little better using the manual method and some tweaks like disabling some unused features, setting renderpriority to high and using an external audio player instead the C2 audio object.

    I still use it simply (for testing purposes and waiting for something better) because it's the only wrapper that really works with 100% compatibility. No matter if you are using custom objects or behaviors, with phonegap what you see on desktop chrome is what you get also on android but with a barely acceptable framerate.

    CocoonJS in its current status is unstable, eats a lot of RAM on the phone, lacks a lot of C2 advanced features and even some basic like accelerometer.

    I know that Ludei is working hard on it but now it's not ready for production, hopefully it will be in the near future.

    On the other side, I'll never release an app packed with Phonegap. Performance is ridicolous compared to native.

    It may sound demotivating but my guess is that we'll never see complex HTML5 apps working at a decent speed on the current Android phone generation.

  • Are you talking about button objects or sprites acting as buttons?

    AFIAK there's no way to set opacity on real button objects but I might be wrong.

    If you are talking about sprites, the on touched event works in my game even with zero opacity. Try to control the collision mask.

  • Yeah, DON'T USE ANDROID SDK EMULATOR, it's so slow that breaks even the C2 engine collision detection.

    I suggest you to use a separte GUI layer with parallax (0,0) and then place GUI elements with perfect pixel positioning based on the resolution you gave to the application (a 16:9 resolution is preferred with this approach).

    Then, with a wise use of anchor behaviors on gui elements your app will be ready to support every mobile resolution out there.

  • I'm writing a complex game based on accelerometer input, here are my personal tests.

    Phonegap supports it on both iOS and Android. I suggest you the 1.7.x releases. Later versions introduced some bugs on android 2.3.x devices.

    Appmobi software supports it but uses a different scale of values for accelerometer data (my suggestion is to write a simple app with three text objects filled with alpha, beta and gamma values to see how accelerometer data are treated in these wrappers).

    Appmobi directcanvas doesn't still support it, neither CocoonJS.

  • - The form control plugins Textbox and Button are not supported.

    - The AJAX object is not supported.

    - The XML object is not supported.

    - The Facebook object is not supported.

    - The letterbox fullscreen modes are not supported. If they are selected, it will fall back to simple Scale mode instead.

    - The Text plugin's 'Set web font' action is not supported.

    - The WebStorage plugin's session storage is not available. Use local storage or global variables instead.

    - Most features of the Browser object are not supported.

    • Accelerometer is not supported, even now that Ludei is claiming support.

    Yeah, must be a joke ... Or explain me how to send an apps made on Constuct 2 directly on my android device.

    Phonegap 1.7.x recompiled with Eclipse is still the best choice.

  • Directcanvas and cocoonJs are based on the same concept. They use a JS interpreter and render every draw call in a OpenGL accelerated canvas.

    On iOs the situation is now good. Directcanvas is quite stable and I'm getting a playable framerate even with a very old iPod touch 2g.

    On android I still have a lot of problems. CocoonJS is in it's early days and lacks a 100% C2 compatibility (some plugins are badly supported and some key features like accelerometer are not supported at all), Directcanvas is in a beta status and doesn't work with C2. I'm still using phonegap for testing purposes waiting for something better.

  • This is not related to C2 at all... anyway, it's probably a Java problem. Reinstall JRE (Java Runtime Environment)

  • Knifegrinder, could you elaborate? Specifically, do you have knowledge relating to the data storage capacities of these tools across multiple platforms, and where that data may be stored?

    I can just post my personal experience.

    Webstorage object works correctly on my device (Android 2.3.6) with:

    Phonegap (Webstorage data saved correctly, saved data keeped even on app updates)

    Appmobi (Only software renderer tested, webstorage works but there's a loss of data on app updates using appmobi update service)

    CocoonJS (Webstorage works fine on my device, updates seem to work correctly)

  • I'm hoping/guessing that CocoonJS, PhoneGap and appMobi all work similarly, and if they do, then webstorage should store things locally in the app itself?

    You're guessing right.

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  • Remember that these variables must have the same data type. (number - number). If so, this is really strange.