ranma's Forum Posts

  • Well not really a bug, but I didn't know where to post it and I want this to catch someone's attention badly, so Ashley :)

    I did some experiments with mobile exports as you may know already and it came to me, that doing pixel rounding the way it's done in the runtime by Math.round(x) is the slowest way available to round a number.

    Done some research and it seems that you can achieve double the speed by rounding using something called a Hack rounding with bitwise or:

    rounded = (0.5 + somenum) | 0;

    tested it by changing every instance of

    if (this.runtime.pixel_rounding) ... Math.round

    to the above code and i could actually see a little performance boost in more complex creations.

    so... any chance this would be implemented in next c2 version pretty please? :)

    cheers!

  • ah, also, rexrainbow if you're using:

    <video src="..."></video>

    i think this is bad. you shoud use this in your plugin:

    <video>

    <source src="video/video.ogv">

    </video>

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  • for anyone wondering, this plugin cannot be used in android applications, it will throw exception: ERROR/http(2882): Null or empty value for header "Host". don't know why really, seems like android browser cannot play local videos from android_asset folder. as per http://stackoverflow.com/questions/5865946/how-to-play-video-in-android-web-view-using-html5 videos CAN be played from SD card, or by removing src attribute and controlling <video> by javascript. sad :(

  • one question, if you were to play the game in your phone's browser by using preview on LAN or dropbox, does it play at the same FPS? what's the difference?

    reason I ask is because the game that I'm working on hasn't been tested as a native app yet, only in phone browsers where it's too slow. and since I haven't built it yet with PhoneGap I'm hoping it gains some speed when I do. did build it with appMobi and it was like 2FPS :(

    it will play slightly faster, but not too much. if it's 2fps in appmobi, i wouldn't expect more on phonegap, optimize your game graphics, remember that mobile phones have poor hardware, dont use particles, big sprites, lots of animations. watch out for sprite resizing and changing their angle.

    I think that everything will be much better when Construct 2 will total support AppMobi and mainly the "AppMobi Direct Canvas Accelerates". So let's ask Ashley to make this possible.

    You can see this page that say how much the improvement is possible...it's just fabulous:s I recall, direct canvas only works on ios devices, the android DC was scheduled to 1Q2012 but isnt available yet.

  • Thanks again for all your kind words :)

    ranma

    Could you help me out, i can't find the 1.4.1 version anywhere...

    rgros

    phonegap 1.4.1 was included in every phonegap export from C2 in versions prior to 85, since phonegap build doesn't need it, you don't need it too :) If you're using eclipse to build your app, there's no reason actually to use 1.4.1 version, use most recent one.

  • when a first browser window is closed, the second one becames the default (thus first) browser. it's this way since I remember :)

    cheers

  • When making a html5 game for android phone, what format do you export to also whats the best screen resolution and size to use for layouts

    it was said many many times, that there's no such thing as best resolution http://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    export is through eclipse / phonegap combo :)

  • didn't use the plugin and can't say how, sorry.

  • Hi ranma,

    Did you put your Youtube link , (The Pointer Sisters - I'm so excited) on purpose ? If so, LOL. I can feel how excited you are about your project.this is exacly what this video was supposed to make you feel :) I'm really excited, but I want to test the actuall app before making it public on the market. But i need to be sure there's no decompiling option (at least not easier than when downloaded from market) if I post the bare .apk file here. cheers!

  • great job, can't wait to see the actual game <img src="smileys/smiley4.gif" border="0" align="middle" />

    if the game is going to be commercial, i believe it's not good idea to post the apk here.

    it's gonna be free to download and play, but ad supported. my main concern is people decompiling it. Is decompiling easier if I post .apk file here instead of android market?

    also to all of you willing to test it, as it is multiplayer game requiring at least two players to be online at the same time, you'll need to have two android devices (ie. give the apk to a friend and play with him), but the actual goal for me is to test if it works fine with more than 2 devices (particularly more than 4 - 5).

    cheers and thanks all!

  • Ok guys, i've managed to create (massive?) multiplayer game with construct 2 (yeah!) - for now only runnable on Android (but prepared to be run also on html5 website). The game is something like a dice blackjack, on start it does automatch two players and start a game between them, then you have 5 dice rolls in turns with your opponent. who gets bigger rolls summed up wins, but there's a catch as you CANNOT go over 21 points as this is an instant lost! exactly 21 points is a BANG! and instant win, except when your opponent also has 21 - then it's a BANG! DRAW :)

    This was the good news. The bad news is that I need some heave beta testing which I'd be glad to find here :) Now what do you guys think would be the best approach, post .apk on Android Market and invite every person that's interested in testing to become a beta tester through market? Or maybe simply post an apk here, is that a safe approach?

    cheers and thanks!

    also

  • long story short, you need a server that will communicate to players, on which the game is run. player to player communication is no option.

  • > You don't use a resolution. The fullscreen options, recommended when making a phone game, support any resoutions. Your job is making your game so that it fits itself to fit any screen size.

    This is definitely easier said than done. Of the people I have spoken to who have actually managed to achieve this, it requires more than simply setting the project to fullscreen scale/crop etc.

    of course, it also requires some imagination and general idea on what will happen in what option. the easiest way is to actually set your project to 480x800 (portrait) and fullscreen mode to scale, then set layout scrolling to unbounded and prepare all sprites / graphics / mainly background to fill screen more than just bounds. scale mode will try to scale window so that longest dimension is filled and shortest is showing a little more. trial and error mate ;) you can also make a layer on top of all layers that will mask everything outside window - this way you'll have mixed scale&crop mode.

    cheers!

  • � is actually a standard letter, but ??? (cactute, aacute, eacute) and others are not. if forum software is in utf-8 mode and not using any custom fonts for displaying posts, it all should be fine. if it uses some custom fonts, only option is to change font so it supports latin-extended characters. cheers from poland! :)

  • watch out, phonegapp does seem to have some kind of strange updates lately, it's being renamed to cordova for some strange reason, and the latest version broke some if not all plugins as it's not 100% backward compatible. so be sure to use phonegap.js from construct export and download phonegap 1.4.1 - this is the last one I've seen working with plugins without problems :) have fun!

    also (no self promotion intended ;) check out Pandora's Box - it is using the same type of export as furries but with camera plugin (take photos and use them in construct? achievement unlocked ;)

    and in the near future: multiplayer stone battles in Sim Stone :)