ranma's Forum Posts

  • pixel rounding - set to yes

  • not true. you can learn a little programming and with an android sdk you can do anything you want. construct is only a display+mechanics engine, game is wrapped into html page, which is then displayed as native app by phonegap. with android sdk and little programming knowledge you can create a widget with this html page. also as of now, construct (with android sdk help and some code) IS able to do every thing that phonegap plugins can do (bluetooth, sms functionalities, status bar notifications, etc.)

  • use local variable. first set it to sprite.count then subtract 1 every time you destroy sprite. in the end you'll have number of spritrs left in the same tick.

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  • I can see that, congratulations on cocoon integration, hopefully it will be a killer :) in the meantime I'm about to fight with webgl, that's where this thread came from.

    Last question, I promise :) , preview.js is for previewing only? I found the "!this.isMobile" which I believe i should remove, but will it also change the phonegap exported js? or only preview? if preview only, where should I look for the file responsible for a phonegap export?

    thanks in advance.

  • ok, I'm giving up :)

  • Ashley ok, even if (i don't want to discuss it, thats not the point here), again, is there any option (ie. modifying exported code) to turn webgl back on?

  • bump? Ashley again, is there any option (ie. modifying exported code) to turn webgl back on?

  • andreyin Well, I checked every info I could about this, and it seems it's a google play's error, in my developer console it says that the game is fully compatible with motorola defy, so I'm guessing it's some kind of bug on their side, or your custom rom may be interferring with something. if you'd be so kind and check if other c2+phonegap games are compatible (https://play.google.com/store/apps/details?id=com.sugart.simstone for example) and let me know please. thanks!

  • browsers you mentioned are not native browsers. what I meant was a mobile phonegap app and there are already some phones with webgl accelerated canvas so I think forcing webgl on phonegap export is actually limiting c2's capabilities. contrary to webgl in a html5 export running in mobile browser. this I agree should be forced to off.

    cheers, thanks for understanding

  • I'll look into it some time later this week but that's strange, the game is set to support all screen aizes and is compatible with the lowest android sdk version. is your android up to date? what android version is installed.on your defy?

  • a little autopromotion of my tutorial on creating mobile games with c2 here: http://www.scirra.com/tutorials/298/performance-tips-for-mobile-games

    cheers!

  • bump. Ashley I believe, the webgl was removed due to the android devices slow rendering WITH opengl, the truth is, phonegap build (and probably appmobi) don't support hardwareAccelerated flag in the android manifest, but for people that are building apps with eclipse, this is a huge problem, as software rendering is quite slow as you know. Would you be so kind and add support for webgl in phonegap export? also, if there's any option to force enable it in exported project I'd be very grateful if you told me how to do it (export as html5 website and copying c2runtime maybe?).

    thanks and cheers!

  • ok didn't know that. that's strange then. btw is there a way to turn it on? id like to do some heavy testing :)

  • when application is run on android device, i believe with webgl supported browser (nexus S ice cream sandwitch, 4.0.4) this keeps popping up in eclipse debugger.

    E/libEGL(2266): call to OpenGL ES API with no current context (logged once per thread)

    app seems to be running with software rendering.

    cheers

  • is the 50fps on chrome stable or it varies much? if it's stable, i'd bet on vsynch (chrome on webgl vsynching to your monitor refresh rate, while IE just renders at 60fp in software mode)