Knifegrinder's Forum Posts

  • I don't know if this is a bug or CocoonJS simply lacks of a proper accelerometer support, anyway here are the files.

    Capx

    and

    Exported APK

    As you can see there's no sign of life...

  • Sorry for the delay...

    I'll post a capx and a link to an exported APK in the bug forum.

    But I don't know if this is really a bug. Reading here I can't find accelerometer in the list, so maybe it's not still supported.

  • Now that CocoonJS cloud builder is out and available and "experimental" tag has been dropped on C2 side it's time to officially ask a question that's bugged me since the first beta of Ludei's wrapper.

    Is there a way to get accelerometer data or touch object support is limited to touch controls?

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  • Fanboys can state all they want but in fact Apple is even worse than 90s Microsoft.

    A little OT: I work as sysadmin and I never seen an OS bloated and bugged like OsX mountain lion since Windows ME.

  • This is not recommended.

    Read this.

  • What are you using to export your game?

  • This snippet is valid for landscape mode in phonegap 1.7 and below (tested personally). Newer versions of phonegap return random accelerometer data breaking your game. Appmobi treats accelerometer data in a different way, CocoonJS does not seem to have accelerometer support yet (@ludei am I wrong?).

    global variable accangle = 0

    global variable deadzone = 15

    every tick -> set accangle to clamp(-int(touch.beta/10),-75,75)

    accangle > deadzone -> simulate platform pressing right

    accangle < -deadzone -> simulate platform pressing left

    Note: this is a really basic implementation. You may try to adjust at runtime the speed of your charachter and make it dependent from the accangle variable, but I have to warn you... it's a tricky task. The main risk is that your control system will become framerate dependent ruining your gameplay.

  • Joining the appreciation bandwagon. Thanks guys. This solved me a lot of trouble.

  • AppMobiIan on Appmobi support forums claims that using the cloud builder you should get directcanvas working on android. (See here)

    A forum user claims a successful build of a C2 game with directcanvas on android, but it might be an export error. (See here)

    Ashley, Tom, me and a lot of other forum users say NO. It doesn't still work. And this is probably the right answer.

    <img src="smileys/smiley1.gif" border="0" align="middle">

  • C2 is not only an outstanding game making tool but also a great and highly optimized engine.

    The only limit is HTML5 itself.

    On desktop the gap with native applications is reducing at an impressive pace.

    On mobile devices the situation is frankly depressive and even considering directcanvas and cocoonjs I'm starting to think that HTML5 will not be suitable for complex projects for still a long time to come.

    I don't blame Scirra for this. In fact they've done the far best HTML5 game engine out there and they sell it at a reasonable low price.

    I blame instead companies like Apple and Google. They pushed html5 on mobile in its early days but now the support is evolving at a snail's pace.

  • I tested the same project on my Galaxy Ace (Android 2.3.6) and it worked perfect.

    Just a question.

    How did you manage to get directcanvas working on a Galaxy ACE? I have the same phone and using the ad hoc builder (as suggested on AppMobi forums) I get only a black screen with my project.

    I know that directcanvas for android is now in open beta and it may not work with C2 exports but even a simple JS done by myself to test a simpler project resulted in a black screen on my phone.

  • Here AppMobi claims that directcanvas for android is now available on the new cloud build system.

  • When we export to phonegab the background music (set to loop) stops after a while

    Loop is not supported on phonegap.

    and the overall game speed becomes noticeable slower.

    Yes, this is one of the worst phonegap flaws.

  • If you don't want to use wrappers for your game this may help you:

    Audiosprites

  • Yes, I'm on the android side.