retrodude's Forum Posts

  • It is a samsung Galaxy tab 3, MODEL:GT-P5210, I mostly use the chrome browser, and I didn't saw this problem hapenning on it.

    Have you tried using mouse click events on your tablets native browser to see if mouse input counts as a touch? I'm not sure if its because I'm testing with an older device but it seems that even mouse events work on mobile web browsers.

    It seems to be a native browser problem.

  • I also saw that mobile often triggers both a touch and a mouse input (no, the use mouse button of the touch object wans't set on)

    I think I saw that in websites too sometimes, and it was not predictible (sometimes the mouse input first, sometimes the touch input first, and even then, a delay between them so that sucks..)

    It makes it also hard to design for both touchscreen and mouse, since trying to detect the input will likely be a false positive mouse sometimes :/

    I do not think it is scirra's fault, my tablet does not return this input conflict, but I could be wrong.

    Its not that big of a downer but it would make production faster if it was resolved. I guess I'll stick to work-around methods.

    Do you think you could post the make and model of your tablet?

  • Is anyone else experiencing an issue where exported projects on mobile device browsers associate a touch as a double touch? This becomes an issue when implementing gamepads and you want to run your game through a mobile devices browser. I also noticed mouse events work on mobile device browsers, is this by design or a bug?

    It might be the reason why touch events are considered as double touch on mobile device browsers.

    I wasn't sure if I was suppose to claim it as a bug or not, but if needed I can provide a capx and post it in the bug section.

    Why is this an issue?

    Sponsors want games that run on both mobile device browsers and desktops. With the following issue mentioned above not all games can work on mobile devices browsers, mainly the ones that revolve around single touch gameplay.

    Is it a big deal?

    Well there are work around methods but it would be nice if this issue would be fixed. (unless it's not a bug and its by design)

  • Some big games for mobile devices I can think of are games like Zenonia. The game was so popular they ended up creating sequels for it. Its currently on its fifth sequel called Zenonia 5.

    Link here:

    https://play.google.com/store/apps/deta ... ia5.global

    Final fantasy ported games, asphalt as well as the grand theft auto ports are also on my list of big games I used to play. Although I have a huge variety which mainly revolve around action,puzzle,rpg or driving games.

  • SabinX

    It might be easier to ask questions by contacting matt@fgl.com directly, since fgl representatives are slightly restricted on this forum due to rep.

    FGLmatt

    Since fgl is pretty much a publisher now and construct users use your services, you should try contacting Ashley or Tom to remove restrictions for your account, I think they would do it since fgl provides services to html5 users (which includes construct users as well).

    If anyone's interested, here's just a repeat of a previous post by Matt, the link to fgl's html5 opportunity can be found here:

    https://www.fgl.com/other/html5opportunities/

  • SabinX

    Did you use a wrapper like cocoonjs or phonegap when testing it? Or did you test it directly from the browser of your phone? You need to test using a phones mobile browser. You can also estimate how well the game will do using construct 2's debugger.

    How to test performance using debugger:

    On construct 2 there's a button near the "run layout" button called "Debug Layout", Press that and see how much percentage (%) of cpu your using up with your computer. You generally want under 30% of cpu usage for sponsors. For best performance I would say to aim around 0%-30% cpu usage. I'm not to sure about 78.8mb but personally I would aim lower then that and It's definitely possible with the game you have showcased. Some image compression would probably help.

  • 54 views, and some from high quality buyers is actually pretty good for HTML5 games. At this point, there aren't as many companies buying large amounts of HTML5 games, but it's growing. That's why I suggested maybe taking part in our promo to get things started and get some money in your pocket. Outside of the GameShop, it gives us access to more actively shop your game.

    SabinX

    The promo would probably be a good way to start but we first need to see how much memory the game currently wastes, and compare it to the type of it game that it is. If it is an endless runner for example and is wasting 25mb of memory use or greater based on Construct 2's debugger, then we provide optimization tips to reduce the amount of wasted memory. Optimization is a major deal for sponsors and is one big reason why some sponsors wouldn't want to license the game. And as far as I can tell 54 sponsor views is fairly good.

  • Till the moment it's had 54 sponsors/buyers views, although most of them were from october to january and after that only some developers and a couple of sponsors have seen the game and it's practically dead in the FGL portal... I know it was my mistake to have it really much time there, but I have no experience selling licenses.

    Do you know what the memory use for the game is? On construct 2 at the bottom middle section it should show this titled under "memory use". Sponsors tend to look for games that run on mobile web browsers and usually test the games on stock browser on smasung galaxy s3 or higher for android, and for ios they use the iphone 4 or higher.

  • Hi Matt!

    About one or two weeks ago I put it in the GameShop, although I'm facing the problem that nobody is viewing the game now... I think its because the game was much time in the normal marketplace (months).

    I sent an email about it and someone called Brian told me he was going to tell some HTML5 sponsors about the game to see if they're interested, although I still see no new views on the game, so maybe he hasn't told the sponsors about it yet.

    Just out of curiosity, but how much sponsor views does the game have on the fgl website?

  • retrodude Those animations look like Spriter, does it work well with the exporters to mobiles?

    Depends on how you animate with spriter.

    I animate with spriter then export as png, so it works the same as importing your own png animation frames normally. I'm not sure about the schml files that spriter provides. Spriter has been updated quite a lot, I believe the schml files should also be supported on mobile devices, but I haven't tried it yet myself since I'm using an older version of spriter.

  • Unfortunately It's still a flappy bird clone. For it to not be a flappy bird clone you would have to change it quite alot. For example, instead of tappy bird you call it flying walrus the hippopotamus adventures, in which your a flying walrus that shoots beams fighting against motorcycle riding axe-wielding hippopotamus's with a controversial back-story like the walrus was secretly a hippopotamus

  • Beaverlicious

    Much appreciated

    I decided to remove the game to optimize it and then probably upload it to IOS and Android sometime in the future. For now I decided to just move on to a better project with my group. A project where I will be willing to put some real effort into

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  • Minor

    Thanks mate

    I'm diggin your pixel graphics for the game jam. I'm still debating whether I should enter it. I guess if I find some spare time I'll give the game jam a shot.

  • -Link is dead-

  • New minimalistic rts game I'm building with my group at Cangame for mobile devices.

    I'll try uploading a video sometime this week since large gifs load rather slow.