tgeorgemihai's Forum Posts

  • Boony

    5Type

    Now it makes sense ... a little.

    I don't want to be rude but I can't imagine making games more than average quality on iPad at the moment. First you don't have a File Manager to organize your assets or the exported projects. Yes, it may work using a server. Another problem would be coding text, see the video demo from

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    , he is using a keyboard .. So why use a tablet then if there are already ultrabooks with touchscreen in the hardware market ?

    I admit that the idea of fine-tuning the finished or almost finished games directly on a tablet is appealing especially if the editor have the smooth interface of GamePress.

    But if you really want to use C2 on a tablet you can buy the new Windows 8.1 (not RT) tablets with Intel Bay Trail CPU or Microsoft Surface Pro and run C2 directly with all the other tools that you may use on Windows. The cheapest ones go as low as 300$ (Intel Bay Trail QuadCore CPU, 2GB RAM, 1080p support (or even 4K, not sure) 20-30GB free user space and SD card slot).

    I would rather like to see an iOS exporter like CrossWalk is for Android, or the editor itself working on Linux or Mac.

  • Boony

    I don't get it <img src="smileys/smiley5.gif" border="0" align="middle">

    C2 is already available on iOS (iPhone and iPad) through 3rd party tools like CocoonJS or Intel XDK.

    Actually C2 car run on ANY platform/browser that supports HTML5.

  • I thought it had something to do with the manifest file <img src="smileys/smiley24.gif" border="0" align="middle" />

    Thanks for the answer

  • Ashley

    After I've finished my first bigger project (Bounce Line) I've noticed that I've could optimize the game much better, make it work on different resolutions without graphical glitches ... etc. Also I've noticed that it had some lag on mobile browsers, so I've begun to test what mobile browsers can handle.

    In the meantime time I've changed my personal phone from LG Optimus 2X (Android 4.0.4) to Nokia Lumia 925 (Windows Phone 8). While testing the C2 accelerometer functions on mobile browser I've observed that it doesn't work on Windows Phone 8 at all.

    This is the test page: http://tinyurl.com/c2acceltest

    Here is the CAPX file: BrowserAccelTest.capx

    I've invested some free time to get the following results:

    [b]Nokia Lumia 925 (WindowsPhone 8.0)
    Stock Browser (Internet Explorer Mobile 10)[/b]
    <font color="red">Battery Level: Does not work, shows 100</font>
    <font color="red">Language Does not work, doesn't show nothing</font>
    <font color="green">Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="red">AccelerationX, AccelerationY, AccelerationZ : Does not work, shows 0</font>
    <font color="red">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Does not work, shows 0</font>
    <font color="red">Alpha, Beta, Gamma: Does not work, shows 0</font>
    
    [b]HTC Mozart T8698 (WindowsPhone 7.8)
    Stock Browser (Internet Explorer Mobile 9)[/b]
    <font color="red">Battery Level: Does not work, shows 100</font>
    <font color="red">Language Does not work, doesn't show nothing</font>
    <font color="green">Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="red">AccelerationX, AccelerationY, AccelerationZ : Does not work, shows 0</font>
    <font color="red">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Does not work, shows 0</font>
    <font color="red">Alpha, Beta, Gamma: Does not work, shows 0</font>
    [b]iPhone 4
    Stock Browser (Safari)[/b]
    <font color="red">Battery Level: Does not work, shows 100</font>
    <font color="green">Language, Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="green">AccelerationX, AccelerationY, AccelerationZ : Works</font>
    <font color="green">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Works</font>
    <font color="green">Alpha, Beta, Gamma: Works</font>
    [b]LG Optimus 2X
    
    Stock Browser (Android 4.0.4)[/b]
    <font color="red">Battery Level: Does not work, shows 100</font>
    <font color="green">Language, Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="red">AccelerationX, AccelerationY, AccelerationZ : Does not work, shows 0</font>
    <font color="green">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Works</font>
    <font color="green">Alpha, Beta, Gamma: Works</font>
    
    [b]Chrome (v31.0.1650.59)[/b]
    <font color="red">Battery Level: Does not work, shows 100</font>
    <font color="green">Language, Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="green">AccelerationX, AccelerationY, AccelerationZ : Works</font>
    <font color="green">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Works</font>
    <font color="green">Alpha, Beta, Gamma: Works</font>
    
    [b]Dolphin (v10.2.3)[/b]
    <font color="red">Battery Level: Does not work, shows 100</font>
    <font color="green">Language, Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="red">AccelerationX, AccelerationY, AccelerationZ : Does not work, shows 0</font>
    <font color="green">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Works</font>
    <font color="green">Alpha, Beta, Gamma: Works</font>
    
    [b]Dolphin Mini (v2.3)[/b]
    <font color="red">Battery Level: Does not work, shows 100</font>
    <font color="green">Language, Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="red">AccelerationX, AccelerationY, AccelerationZ : Does not work, shows 0</font>
    <font color="green">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Works</font>
    <font color="green">Alpha, Beta, Gamma: Works</font>
    
    [b]Opera (v18.0.1290.67495)[/b]
    <font color="red">Battery Level: Does not work, shows 100</font>
    <font color="green">Language, Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="green">AccelerationX, AccelerationY, AccelerationZ : Works</font>
    <font color="green">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Works</font>
    <font color="green">Alpha, Beta, Gamma: Works</font>
    
    [b]Opera Beta (v19.0.1340.69518)[/b]
    <font color="red">Battery Level: Does not work, shows 100</font>
    <font color="green">Language, Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="green">AccelerationX, AccelerationY, AccelerationZ : Works</font>
    <font color="green">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Works</font>
    <font color="green">Alpha, Beta, Gamma: Works</font>
    
    [b]Firefox (v26.0.1)[/b]
    <font color="green">Battery Level:  Works !!!</font> <img src="smileys/smiley20.gif" border="0" align="middle">
    <font color="green">Language, Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="green">AccelerationX, AccelerationY, AccelerationZ : Works</font>
    <font color="green">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Works</font>
    <font color="green">Alpha, Beta, Gamma: Works</font>
    
    [b]UC Browser HD (v2.5.350)[/b]
    <font color="red">Battery Level:  Does not work . Shows 100</font>
    <font color="green">Language, Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="red">AccelerationX, AccelerationY, AccelerationZ : Does not work, shows 0</font>
    <font color="green">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Works</font>
    <font color="green">Alpha, Beta, Gamma: Works</font>
    
    [b]UC Browser (v9.5.0.360)[/b]
    <font color="green">Battery Level:  Works !!!</font> <img src="smileys/smiley32.gif" border="0" align="middle">
    <font color="green">Language, Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="red">AccelerationX, AccelerationY, AccelerationZ : Does not work, shows 0</font>
    <font color="green">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Works</font>
    <font color="green">Alpha, Beta, Gamma: Works</font>
    [b]Newman N2 / Freelander i20 (Android 4.1.1)
    
    Stock Browser (Android 4.1.1)[/b]
    <font color="red">Battery Level: Does not work, shows 100</font>
    <font color="green">Language, Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="red">AccelerationX, AccelerationY, AccelerationZ : Does not work, shows 0</font>
    <font color="green">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Works</font>
    <font color="green">Alpha, Beta, Gamma: Works</font>
    * Strange sensor behaviour (Megaman flies out of the screen)
    
    [b]Firefox (v25.0.1)[/b]
    <font color="green">Battery Level: Works !!!</font> <img src="smileys/smiley41.gif" border="0" align="middle">
    <font color="green">Language, Platform, DevicePixelRatio, BrowserName: Works</font>
    <font color="green">AccelerationX, AccelerationY, AccelerationZ : Works</font>
    <font color="green">AccelerationXWithG, AccelerationYWithG, AccelerationZWithG: Works</font>
    <font color="green">Alpha, Beta, Gamma: Works</font>

    My conclusions:

    1.

    You could say that

    (�_�)

    ( �_�)>��-�

    (��_�)

    WindowsPhone can't handle dancing Megaman

    YEEEEAAAAAAAAHH <img src="smileys/smiley16.gif" border="0" align="middle">

    2. Browser.BatteryLevel is supported only by a few browsers (all of them on Android only). This function would be usefull for FullScreen games in order to see the battery level during gameplay until is too late (when you receive the low battery warning)

    3. Touch.Acceleration_, Touch.Acceleration_WithG, Alpha, Beta, Gamma returns the same values regardless the orientation ... So you would have to make 4 different profiles for it (Portrait, Upside Down, Landscape Left, Landscape Right)

  • SciFiStudios

    You can use a VNC software like TeamViewer or RealVNC. But that is impractical on devices with small screen.

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  • At the moment IAP is the most used method on mobiles and tablets because it brings more money to developers than one time sell and is harder to crack.

  • I had the same question: http://www.scirra.com/forum/questions-about-purchasing-construct-2-personal_topic76654.html

    A big downside (at least for me) for the Steam version is that you can open only one instance of C2 at the same time.

    If you can, I would strongly recommend to go the extra mile and buy it from Scirra website.

    If you are low on $ or don't want to invest too much at start, you can go for the Steam version (33% off is pretty nice). The extra 40$ you can use to buy Spriter (2D animation software that can be integrated in C2 and costs only 25$ until it reaches V1.0)

    Good luck <img src="smileys/smiley20.gif" border="0" align="middle">

  • jesblood

    This might help:

    http://www.scirra.com/forum/suggestion-simple-3d-objects_topic82718.html

    TwinTails

    Nice <img src="smileys/smiley1.gif" border="0" align="middle"> I didn't know about the 3D Stars tutorial

  • I would love to have auto scaling for assets to be of broader use. However the design theory running now is that you should use higher assets sizes and down scale. Now of course the OP posted the problem with tilemaps creating seems. so maybe posting about having the tile renderer improved to remove seems might be more likely.

    Aside from my TileMap issue, 8-bit games will also receive a graphical boost.

    Hmm, isn't hqx under the GPL license? That could make it tough to include. But there are other interpolation filters around that are (imo) better than hqx. Here's one:

    http://wayofthepixel.net/index.php?topic=13508.0

    I think the source is in there somewhere? Best ask permission to use it of course..

    Looks great Info about the source and algorithm is at Reply #10

  • Hi guys,

    Do you have any link of some great platform game made with Construct 2?or if possibly it's capx file?

    I am going to start making a platform game,so I need to see how others are made.

    You need to know how to walk before you can run <img src="smileys/smiley2.gif" border="0" align="middle">

    Start small with tutorials and examples from forum and after that start your bigger project. How to make a Platform game is a great tutorial that you should read.

    As for games, a great platformer made with C2 is Super Ubie Land made by NotionGames

    Good Luck <img src="smileys/smiley20.gif" border="0" align="middle">

  • Well, I have a little fixation to try to make my projects to work and look great regardless the resolution (I try to make my games compatible from 480p to 1080p). I want to have one universal game build of the game.

    The latest C2 addition TileMap is great except one problem (for me at least): does not work well with downscaleing. Not a problem when games are based on a fixed resolution, but if you want to support more resolutions you will have to use upscaling (since downscaling create seams) and the images will look blurry or pixelated with the current sampling (point and linear).

    Thanks to anata for pointing out a great solution that is also used in old console emulators <img src="smileys/smiley2.gif" border="0" align="middle">

    Original (1x):

    <img src="http://s22.postimg.org/zcnnrrypp/original1x.png" border="0">

    hq2x:

    <img src="http://s22.postimg.org/r8fjn1cap/hq2x.png" border="0">

    hq3x:

    <img src="http://s22.postimg.org/y05ypw1a9/hq3x.png" border="0">

    hq4x:

    <img src="http://s22.postimg.org/uupydf81t/hq4x.png" border="0">

    The code for hqx is already ported to JavaScript here and here <img src="smileys/smiley20.gif" border="0" align="middle">

    Comparison of different Pixel Scalings

    Pixel Art Scaling Algorithms - Wiki

    hqx - Wiki

    js-hqx was already implemented in another HTML5 game engine and works well.

  • tulamide

    What about js-hqx ?

    Can be used as a shader (for the top layer) ? Or how can be implemented in C2 ?

  • A Pixel Scaling Shader would be awesome to apply over 8bit games.

    hqnx and xBR look great <img src="smileys/smiley20.gif" border="0" align="middle">

    The code hqx is already ported to JavaScript here and here

    Comparison of different Pixel Scalings

    Also, it looks like 2 researchers have come up with a new scaling algorithm called Depixelizing Pixel Art ... Looks awesome, but is not public <img src="smileys/smiley24.gif" border="0" align="middle">

    Info

    Multi Comparison 1

    Multi Comparison 2

  • i use my hq2x shader for my project.

    All are in 32*32, and the window size is 320*240 ^^

    Great ideea <img src="smileys/smiley20.gif" border="0" align="middle">

    I remember using hqx scaling when I was playing NES, SNES and GBA games on PC.

    You made your hq2x shader yourself ? Is it hard to adapt js-hqx to a C2 shader ?

  • I agree that Set Window Size as an action would be very useful <img src="smileys/smiley20.gif" border="0" align="middle">

    Also stretching like sqiddster suggested in his last post here and the possibility to apply a hqx shader would be great <img src="smileys/smiley2.gif" border="0" align="middle">

    Both of these options would solve a lots of problems regarding different resolutions <img src="smileys/smiley20.gif" border="0" align="middle">