moonraystudios's Forum Posts

  • 11 posts
  • Hi all,

    I have a game that is set to scale outer and is loaded into an iframe. On the desktop this works fine but when I load the game on an iPad the game has trouble determining the correct size to load at and the canvas size grows from 492px to over 1000px in height. The issue manifests as the iFrame's height slowly increasing and then stopping. It is a very strange behaviour to say the least.

    Has anyone encountered anything like this in the past? Any ideas on how to fix it?

    What I am trying to accomplish in general (perhaps I've gone about things in the wrong manner) is to have the game load inside of an iFrame on both the desktop and the iPad but have the game load at retina resolution when its on the ipad. I tried to accomplish this with letterbox scaling but it was leaving a white border on the edge of the display so now I've switched to scale outer and have encountered the issue above.

    Any direction on this is appreciated.

  • Looks like the issue was totally unrelated to iframes and was actually being caused by use of requestAnimationFrame from within the backbone app to check on the current time for an HTML5 video.

  • I have four small Construct 2 games that are part of a larger application. The larger application is written in Backbone.js and currently, when I want to load in a game I render a view that contains an iframe. The source of the iframe points to the game I want to load.

    On desktop PC's this approach works without any issue. On an iPad however none of my Construct 2 games will load properly.

    I'm wondering if anyone out there has had similar problems with iframes on iOS devices (I did see a few forums posts, but no one has the same issue it seems) and if so, can you help me figure out why the games aren't loading. Is it related to the cache? Is there code in the cr2_runtime I can edit? Any tips are appreciated.

    Thanks.

  • Ashley, can you elaborate on how to do that? I tried using:

    System->Compare Two Values with Browser.Hash = 'myhash' and it doesn't seem to evaluate to true.

    Thanks.

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  • Awesome. Thanks.

  • Thanks.

    The sprite created trigger isn't available when I try to create a sub-event though.

    I can do that for a regular event, but then it will affect all created sprite3's, not the one I have just created.

  • As a follow up to LittleStains' example, can I use the created instance of Sprite3 in a sub-event?

    For example, can I have a sub-event that checks the created instance of Sprite3's position and perform actions based on that?

    Thanks.

  • Thanks - I'm not sure I understand how I would make delta time work with animations. What you described seems to apply to movement. Any tips?

    Here's a capx that shows what I'm talking about - dropbox.com/s/rsgjs9v026kysrj/animationPerformanceTest.capx.

    Steps to re-create:

    1) Preview the capx on a 3rd generation ipad (http://support.apple.com/kb/HT5452#ipad_3rd_gen. An animation will run at the beginning of the layout and run fast and smooth.

    2) Export the the capx to an "HTML5 Website", put on a web server and open it on the same ipad. The animation is noticeably laggy/chunky.

    Any ideas?

    Thanks,

    -Scott

  • Hi all,

    I'm working on the beginnings of an html5 ipad game and am seeing what I would consider to be odd animation performance.

    In "preview mode", the animations appear smooth and fast, but the same animations exported to an "HTML5 Website" seem slower and somewhat chunky. This seems counter intuitive to me based on what I read here: scirra.com/tutorials/577/construct-2s-export-time-optimisations (I would expect exported animations to be running "better").

    From reading the forums and manual, I realize there's lots that could be done in terms of optimizing the images/animation themselves.

    But, is there a reason that animations would actually perform worse in an exported website, but perform smoothly in a preview?

    Thanks!

  • Thanks so much.

    Regarding (3) - I meant to ask if choosing to create a game that doesn't support retina displays will have smaller footprint than a game that does support retina displays aside form the fact that the assets would be half the size.

    Thanks again.

  • Hello all,

    My company is looking at developing a few small HTML5 games with Construct2 that are meant to work on desktops and iPads (specifically).

    We're wondering what approach we should take with regard to retina displays. If anyone can answer the questions below it would help us out tremendously:

    1 - Our understanding is that retina support is either 'on' or 'off' so all iPads will render retina level detail even if they don't support it. Is this correct?

    2 - If (1) is correct, has anyone experienced performance issues with iPads that don't support retina displays?

    3 - Our experiments seem to suggest that file size and load times are related directly to the size of the games assets. Is there any other increased overhead when we support retina displays?

    3 - Can construct 2 support transparent backgrounds? If so we could use media queries on the page to load in background images at the right resolution to offload it from the game. Would there be any issue with that in terms of performance?

    Any help is appreciated. BTW We have started digging into Construct 2 and are very pleased with the product so far.

    Cheers.

  • 11 posts