Knifegrinder's Forum Posts

  • IMHO cocoonJS seems to be the most promising wrapper. Can't wait from something more from ludei.

  • There's also

    AppGyver

    but it seems to be more appcentric and less game oriented.

  • I use this workaround. It seems to work without glitches.

    JT is your jumpthru platform.

    On touched downbutton (trigger for user input) + player is overlapping at offset JT (0,JT.height/2) + platform is on floor --> set player.Y to (player.Y + JT.height * 1.2)

    (These values are not mandatory, you may need to adjust them because your gfx and/or gameplay may be different from my project)

  • After upgrading to r92 I noticed a "stuck on the wall" effect jumping to the left against a solid block when the charachter is falling along the wall and is some pixel above the floor. On Chrome and Firefox it's a subtle stop during the fall that resets gravity effects on charachter, on mobile devices the charachter stucks in middle air until it's moved to the right breaking the whole gameplay.

    This doesn't happen always, seems to be totally random.

    All is working perfectly when you jump to the right.

    Here's the capx

    Capx

    To explain what I mean I added a sound that plays everytime the falling speed is below a threesold. You'll notice that jumping on the left against a wall the sound sometimes is played two times.

  • Image editor -> Third icon from top

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  • I had this issue, but only when objects speed were very high and fps very low (phonegap on android).

    Try to set a four-point square as collision polygon for the ball and make solid the bat.

    If the ball is perfectly inscribed in this square theorically you'll not notice any difference in the gameplay.

  • Why didn't you set the bat as solid?

    Maybe it's a silly question but I really can't figure why... <img src="smileys/smiley9.gif" border="0" align="middle" />

  • delgado

    (Tested only on Android 2.3+)

    Phonegap works perfectly with webstorage.

    Appmobi has some conceptual flaws that make it difficult to implement. Basically c2 assets are zipped during appmobi build and then unzipped on first execution inside the app data folder.

    This leads to two problems:

    1) Your app size is bloated (container + zipped assets + unzipped assets + cache)

    2) Application updates pushed via appmobi update system destroy saved data.

    I said "pushed via appmobi update system" because currently it's not possible to update a C2 application bundled with appmobi even using the new version number feature and, frankly, looking at the source of their containers I doubt will ever be.

  • Directcanvas currently doesn't support a lot of C2 features but it's only a matter of time. If you have an apple developer account try to build a complete package from the online build system, it's updated more frequently by appmobi than the applab container.

  • Uhm... iOS or Android?

    My app for example hangs on iOS but runs flawlessly on android (except audio streaming, but I'm trying to find a workaround to force the use of mediaplayer instead of soundpool API) so it might be an applab bug.

  • It's normal. Directcanvas for android is still under development and not yet available.

    There's a closed beta, more info here.

    appmobi.com/dCAndroidbeta

  • Here's a link to the appmobi containers source code (yeah, they're open source!!!)

    https://github.com/appMobi

    You can build yourself your app with direct control of version number and (for android) apk permissions. You can also remove the status bar. Please note that despite the same version number (3.4.0) the code on github seems to be older than the online build system and lacks some features.

    I don't know the iOS workflow but with eclipse for android I compiled by myself a working app quite easily.

  • Here's a link to my test app.... no touch and acceleremoter input (so nothing funny to do... <img src="smileys/smiley1.gif" border="0" align="middle"> ), some weirdness in tiledbackgrounds position, no sound and poor framerate (1-2 fps less than phonegap on my phone)... but, hey... something is displaying and moving!

    http://www.zeroonezero.eu/cjs/cjs.zip

    Can't post capx at the moment... <img src="smileys/smiley6.gif" border="0" align="middle">

    P.S.

    In the CocoonJS debug console I get three warnings.

    • Not implemented window addEventListener: devicemotion
    • Not implemented window addEventListener: deviceorientation
    • Not found getElementById: c2canvasdiv
  • Hi all,

    Lurking since the first release of construct classic until now...

    First of all I want to thank Scirra guys for the great work behind Construct 2.

    I'm prototyping a "sonic-style" speedy platform game with the charachter controlled by accelerometer values.

    I found mobile performance not so tragic since the beginning of development and with some extra tweaks now I'm getting a 15-20 FPS framerate with BG music and sfx on an average samsung galaxy ace (single core 800Mhz CPU, gingerbread 2.3.3, can't wait to see results on ICS with hw acceleration and I'm really curious about windows phone mango html5 native support)

    I currently use Eclipse and Cordova-1.7.0rc1.js to pack native android apps and in my case actually is the only way to hear something on my phone (no sounds from phonegap automatic builds).

    Tried also with appmobi but, despite a slightly better framerate, poor sound support and the never resolved apk permissions issue convinced me to switch to cordova-phonegap.

    As Ranma said, building the whole development environment (Eclipse-Android sdk-adt plugin-cordova) can be really frustrating but I think is currently the only solution to make something uploadable on google play (until directcanvas support?).