nicmar's Forum Posts

  • 12 posts
  • I got the above mentioned controller now, and it seems rather sturdy and nice. However with the iphone 6 attached on it, it's rather heavy, so I might instead play on an iPad with the controller free.

    Too bad Ashley didn't reply to this thread. Also, I have since switched over to coding in Unity, since I was not 100% satisifed with the HTML5 performance. Well, I still like C2 and still have a license, maybe will make other kinds of games on it in the future.

    Enjoy all, and if anyone has a game in C2 they want me to test with this controller, just PM me. See ya!

  • Thanks Cipriux - KatMouse worked! I was also a bit bugged by the one-line scroll. However the click and drag also works, but wheel scroll is less work for my tired fingers

  • I can use Accelerate CustomMovement toward a position on every tick, and it gets faster and faster each tick.

    But how do I slow it down, like if I want to cancel the movement towards that position, I don't want to stop it right away, but deccelerate at a certain rate until it comes to a complete stop.

    Any ideas?

  • Ah thanks that's smart! Is it possible to lock the rotation on iOS devices, since in portrait mode, it would probably look very odd

  • I'm trying to figure out the optimal layout size for my main platform iPad, but I also want it to work on iPhone.

    iPhone 4: 960 × 640 (3:2 ratio)

    iPhone 5: 1136 x 640 (16:9 ratio)

    iPhone 6: 1334 x 750 (16:9 ratio)

    iPad 2: 1024x768 (4:3 ratio) (also iPad mini)

    iPad Air: 2048x1536 (4:3 ratio) (all retina ipads)

    I'm working with 1024 x 768 in C2.

    Is it possible to make a game that fills the entire screen on all devices, and at the same time shows game UI like score, buttons etc in all the four corners without letterboxing and black bars?

    I've been reading https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes but didn't see anything about UI elements in the corners.

  • Congratulations on your first game also on App store!

    I can confirm that it works great on iPhone 6. Not my kind of game, but it runs very smoothly and the visual effects look really nice. On another note, I would recommnd letting the user click anywhere on the screen to skip text. The first small button in the bottom right corner is very tiny

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  • On the other hand, MFi doesn't seem very well spread (yet?) so i suggest you put some really good controls in it. Check out the game I mentioned above, it has probably the best platform controls i've tried. Also you can configure it by moving the buttons and has very big click areas.

    Let me know if you find out anything about MFi though i'd love to order one as soon as they are available

  • I just played a great 2d pixel action game on iPhone called Goblin Sword and would love to play it with an MFi controller. It doesn't support it though, and is probably not made wh C2, but I like the idea and can see that many great MFi controllers are coming out this year.

    Mad catz ctrl i controller is one of them and to wet your appetite, this is what it looks like:

    Is this something Scirra could add, or is it something phonegap needs to have? I think it would help in making more mobile platformers and more genres with c2.

  • Awesome thanks for all your comments. I will definitely check out your games. I noticed in the latest construct you can require ios8 which will close out some users but make sure performance will be good.

    I'll get back once ive tested the games:)

  • Awesome replies, thanks. I've just read up on all the performance docs and tuts on the site, and I'm thinking of going for the hope that iOS 8 will dominate in a couple of months, so I can spend more time on making an interesting game.

    However, I didn't see anyone mention any games in the app store that's high speed and lots of action going on. I couldn't find a showcase of all Construct 2 games in the App store vs Android Market. I think that could be an incentive to get more people to actually buy a license, if they're thinking like me, that it might not work.

    I really want to make a native app, so I really really hope Phonegap fixes the WKWebView thing soon. Anyone know how the progress is going?

    PS: Hej xanxion

  • Hi Giuseppe - I just played your game! :)

    I really like the art, very beautiful and clean. Big congratulations on being downloaded 50.000 times! How did you market your game, and why was it so popular in Mauritius? ;)

    I downloaded it 3 times to three different devices. It worked great on iPad 4 (ios7) and iPhone 5 (ios8), but on iPhone 4 it had a pretty slow frame rate, but it worked. I was curious in the performance of Construct 2, and your game was one of the few that I could find on the App Store.

    How did Cocoon JS work out for you? Were there any big issues, or was it easy to get working? I'm looking forward to showing off my games, when I ever get one ready. I have a lot of ideas and Construct 2 is very fast to work with!

    PS. Is it really possible to get the coins on Level 5 or are you just teasing? :)

  • Hi,

    I just started out making games for Construct 2, and already have a pretty good prototype - awesome!

    However, before I spend too much time in finalizing the game, and adding all the flair, I want to make sure that it'll be worth it. I use iPhone, and in Sweden it's near 60% of the market share. By looking at the completed creations forum, it seems most people here develop with Android in mind, am I right?

    According to market share stats, around 16% of users still have iPhone 4, which means that they will have iOS 7. The good news is that iPhone 4 is declining, and with the release of iPhone 6, probably even more.

    I understand that iOS 8 is much better in handling HTML 5 and web graphics, but my question is - Is it possible to make games with Construct 2, and export them to the App store, and get great performance? To find this out, I'm trying as hard as I can to find well executed high speed action games on the app store, made with Construct 2.

    The best (only) I could find so far is Mr. Dot by mollaq (beautiful art design), and it worked great on my iPad 4 (iOS 7) and also iPhone 5 (iOS8) with close to 60 fps.

    On my iPhone 4 it was playable, a bit unstable frame rate of somewhere around 15-20, but not a native feel. Sometimes it missed my taps. And this game has mostly one character and a scrolling background. What would a game look like on that device with 20-30 object on screen, and perhaps adding some effects? Is it OK to ignore older phones like iPhone 4?

    And the final question, which probably is the hardest one, and suitable for a different thread - which exporting platform should I use? Mr. Dot was made with Cocoon JS / ludei, but there seems to be some impopularity with it while browsing the Construct 2 forums. What other options do I have to make a high performing native like game?

    And if you know any well made Construct 2 action packed games in the App Store, let me know. I assume part of the perfomance is based on skill and knowledge too. I'd love to try them out on iPhone 4, 5, 6 and iPad 4 and let you know of the performance.

    Thank you!

    EDIT: URLs to market share and Mr. Dot was removed due to this being my first post, but you'll survive

  • 12 posts