tgeorgemihai's Forum Posts

  • New 1.4.5 Version of CocoonJS

    • Added support for iOS7
    • Dropped support for iOS 4.3
    • Improvements in Core Javascript communication
    • Added support for Google Play Games
  • Anybody ? <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Ashley

    Thanks, but I'm a little greedy, I don't want to cover only more resolutions, but also different aspect ratios. My target is from 320x480 to 1920x1080 (landscape and portrait).

    At the moment I am using Scale Inner since Letterbox Scale is bad with aspect ratios.

    Also I want to use 2 sets of textures for the following reasons:

    • It will optimize the performance on devices with smaller resolution (waste of resources)
    • Pre-rendered smaller images looks a little better than scaled down images
    • To add an option to use lower graphics on slower hardware (let's say a tablet that has a resolution of 1280x800 but a weak CPU and GPU)

    I've found the following "solution":

    • Animations will be named AnimationName and AnimationNameHD
    • At the start of the first layout create a text global variable named isHD that have the value <font color=blue>""</font> and check if resolution is bigger or less then HD Ready.
    • If resolution is bigger, then the value for isHD will be <font color=blue>"HD"</font>
    • All the events that have the instructions to change the animation will have the following structure: <font color=blue>"AnimationName" & isHD</font>

    I also want to add stuff like particles if <font color=blue>isHD = "HD"</font>.

    Please correct me if I am wrong or if there is a better way to do what I want <img src="smileys/smiley20.gif" border="0" align="middle" />

  • mindfaQ

    Thanks, I know that, my animations are Default and DefaultHD or Hurt and HurtHD ... etc

    I was wondering if there is a way to make the game to auto-select animationHD when the resolution is bigger than HD Ready.

  • How do I use 2 sets of textures depending on resolution ?

    For games that run under HD Ready resolution (1280x720 or 720x1280), there will be a set of textures and if the resolution is over HD Ready there will be another set of textures (4x size of the original ones).

    I know how to check if Window Width * Window Height < 921600, but how do I make the game to choose the set of textures that should use ?

  • Thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

    Pin behavior with Position & angle is what I needed.

  • I know the theory:

    1 sprite object - Body

    1 sprite object - Mouth

    1 sprite object - Eyes

    1 sprite object - Accessory

    The Body will be the one that checks for collisions.

    My question is: How do I link the Mouth, Eyes and the Accessory to the Body ?

  • I don't have any ... I'm rebuilding my game from scratch. The main character is a ball (like a smiley).

  • I want to make the main character to be customizable. It will have a custom body, custom eyes, custom mouth and an accessory (hat, glasses, ribbon, tattoo ... etc).

    How do I do this ? It has something to do with image points or should I use Spriter ?

  • cvp

    What Window Size do you have in Construct 2 ?

    1280x720 means Landscape in Tizen IDE

    720x1280 means Portrait in Tizen IDE

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  • cvp

    Did you set the application to work only in Portrait Mode

  • Well ... f**k <img src="smileys/smiley24.gif" border="0" align="middle" /> Again

    b]Defect ID

    2232182

    Title

    Forced Closing

    Test Result

    [Defect]

    The application is forced closed.

    [Procedure]

    1. Run the application.

    2. Check if any function is terminated unexpectedly during operation.

    [Expected Result]

    The application should not be unexpectedly terminated.

    That is all ... How should I fix this, or what should I fix ? I played 20-30 minutes on emulator and worked perfectly ...

  • I agree that Unity (Free) + PlayMaker (100$ plugin) is one of the best combos out there (Unity itself is great if you are a good coder) ... But you all forget the great advantage that C2 have over Unity: Construct 2 exports games in HTML5 that works on any HTML5 browser even on lowEnd devices (with or without WebGL).

    The Unity Player is a plugin and only works on PC browsers (like Flash)... And even if Unity team releases an HTML5 exporter I'm pretty sure it will run slow on weaker hardware and will have compatibility issues (Unity uses UnityScript, C# and Boo when HTML5 uses JavaScript).

    Long story short: Both are great software, with Unity you can make better games if you have the necessary resources (coders + artists), but with Construct 2 you can make small games faster and run them on more platforms.

  • I've played a little with Game Develop out of curiosity. It looks and feels like an older version of Construct 2 ... Still is a great free software. Also is remarkable that is developed by only one person (Scirra is a team of 2-3 people). I was really curious about the 3D Box object, so as to create 3D Building for example, but it seems that it works only in native games (is not supported in web games).

    Overall is great for a free software, but I prefer Construct 2 because is more advanced.

  • Probably something about the App manifest file:

    https://developer.mozilla.org/en-US/Apps/Developing/Manifest#fullscreen