Knifegrinder's Forum Posts

  • Feedbacks on ludei's facebook page are pretty self explanatory... <img src="smileys/smiley21.gif" border="0" align="middle" />

  • Ok... my rage has eased now. Let's try to resolve these issues.

    I can find some graphics workaround with these opacity bugs so it's not a real issue for me.

    But bg music is a BIG PROBLEM.

    I concluded that on my phones (both android 2.3.6) sound files inside music folder don't stream anymore but load on first call like sfx.

    This is a big problem beacause the phone hangs 10-15 seconds everytime a new bg soundtrack is loaded and then crashes when the ram is full.

    Am I the only one experiencing this issue?

    Tomorrow I'll be able to test also on android 4.x and then I'll make a detailed report and send it to Ludei.

    BTW, pure performance is really great even on older crappy phones.

  • Astonishing performance.

    But tiledbackgrounds opacity seems to be bugged.

    Update: Tiledbackgrounds opacity is totally broken. I tested it on a Galaxy Ace and on a Galaxy S Advance.

    It happens randomly in my game. Whatever value I put some objects mantain a greater opacity than excepted.

    Update: I used to delete ogg files and keep only m4a and it worked until 1.4 release. Now it seems that the new sound engine supports only ogg. So I made another build with r134 to hear the improvements to the sound engine. Unfortunately now my phone crashes at the start of the first background music.

    I waited months for this update and now I'm really upset and depressed. I'm not able anymore to play sounds and I'm experiencing a lot of gfx glitches.

  • Make sure you are using full path dropbox links (for example dl.dropboxusercontent.com/u/xxxxxxxx/xxxxxx.zip) instead of shorturls created by the android app.

  • thehen 15Mb and black screen.

    but with a bit of optimization i jumped from 20FPS to 40FPS even with local hosting.

  • Hi all, I had the same problem and I found a workaround to access accelerometer data. Unfortunately Microsoft doesn't support standard HTML5 deviceorientation and devicemotion events, so you have to deal with deep code changes in your visual studio project.

    The following code snippets are simply a workaround to pass accelerometer data from C# code to the webbrowser control in an extremely unelegant way. You may notice some performance drop and you'll have to deal with trigonometry to obtain correct values from sensors.

    I needed only touch.beta values on a landscape app, if you are familiar with Visual Studio and Trigonometry you can mod this code to obtain also alpha and gamma values.

    1) Export your game as a Windows Phone 8 project without minifying the script.

    2) Open Mainpage.Xaml in VS2012 and add the following line before the end of the tag phone:WebBrowser

    ScriptNotify="Browser_ScriptNotify"

    3) Open Mainpage.Xaml.cs and search for this.

       public void OnAppDeactivated()

            {

                Browser.InvokeScript("eval", "if (window.C2WP8Notify) C2WP8Notify('deactivated');");

            }

    Add this snippet under these lines of code.

    private void Browser_ScriptNotify(object sender, NotifyEventArgs e)

            {

                if (e.Value == "startAccelerometer")

                {

                   if (accelerometer == null)

                   {

                        accelerometer = new Microsoft.Devices.Sensors.Accelerometer { TimeBetweenUpdates = TimeSpan.FromMilliseconds(100) };

                        accelerometer.CurrentValueChanged += (o, args) => Dispatcher.BeginInvoke(() =>

                        {

                            var x = args.SensorReading.Acceleration.X;

                            var y = args.SensorReading.Acceleration.Y;

                            var accbeta = (Math.Atan2(-x, y) * 180.0 / Math.PI) - 90;

                            Browser.InvokeScript("eval", string.Format("accelerometerCallback({0})", accbeta));

                        });

                        accelerometer.Start();

                   }

                }

            }

    4) Open index.html and replace tag <body> with <body onload="onLoad()">

    5) Open c2runtime.js and add on top these lines

    var wp8_beta = {};

    function onLoad() {

          window.external.notify("startAccelerometer");

          }

    function accelerometerCallback(accbeta) {

          wp8_beta = accbeta;

          }

    6) Find on c2runtime.js the line

    return this.orient_beta;

    and replace with

    return wp8_beta;

    Now you'll have touch.beta values correctly passed from wp8 to your game.

    Since I suck at trigonometry I hope someone will mod the code to obtain also alpha and gamma values.

  • I tried both versions.

    Maybe I have too many images, my JS has inflated to 15 Mb.

  • beufreecasse

    Black screen me too, on Lumia 520.

    BTW, I found an empirical and extremely unelegant way to implement accelerometer input on Windows Phone 8. I'll try to refine the code a bit and get the workaround posted here.

  • Hi Blinx123...

    I switched from appmobi to cocoonjs for iOs and Android and i'm using a slightly modded windows phone 8 template (html5 on wp8 is nearly native).

    I'd like to release Clyde on other minor platforms (BB10, TizenOs and maybe also WebOS) but I'm developing this game all by myself (code, gfx, music, sfx... everything, and this is my spare time hobby) so I don't have enough resources to afford every mobile device out there.

    But if Clyde will make decent sales I'll be happy to port it to other mobile platforms.

  • Hi all,

    Clyde is slowly approaching its final development phase, so it's time to start an official topic.

    [TUBE]ZSAdCK54DA4[/TUBE]

    Clyde is a retro style platform game heavily inspired by Sega classics like sonic and wonderboy.

    It features 5 worlds, 35 levels, two gameplay modes, and a lot of power ups and secrets.

    I plan to release this game on all mobile platforms (iOS, Android and Windows Phone 8) before the end of Q3 2013.

    Stay tuned for more info!!! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • And the native language code for apps on Tizen OS is.... HTML5! (with WebGL support!!!). Soon we'll have another place to deploy our games.

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

  • Thanks Ashley, an experimental flag would be a great thing.

    A picture is worth a thousand words.

    The upper phone is a Samsung Galaxy S Advance (or Galaxy SII lite, or Galaxy SIII mini, it's the same hardware)

    The lower phone is an old Samsung Galaxy ACE.

    <img src="https://dl.dropbox.com/u/56274174/cjsperf.jpg" border="0" />

  • Thanks for the clear explanation... This makes sense, I'll try to force redraw of flickering elements every two ticks and see if this helps.

  • On the condition "on P pressed" add an action "Move to layer 4" for every object you need on top.

    I don't know why restaring the main layout happens this (Honestly, I didn't take a look to the rest of your event sheets) but with those actions it works.

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  • I just tested it with a endless runner platform game that I have been working on, and unfortunately with a older Samsung Galaxy S running 2.3 OS I am still getting only 6 fps.

    Only 6FPS? What's your app native resolution? I noticed that in old devices when you use a resolution that is more than half of the GL_MAX_TEXTURE_SIZE parameter (2048 for Galaxy S) there's a huge framedrop.

    It might be a coincidence because I don't know how CocoonJS works behind the scenes, and I really don't know how OpenGl works on mobile (neither on desktops <img src="smileys/smiley4.gif" border="0" align="middle" /> ), but try to lower your resolution and make sure that your textures size are equal or less than 1024px, this maked a huge difference for me with older devices.

    Anyway, welcome to the android fragmentation hell...