TheDoctor's Forum Posts

  • Was there a main reason you had to limit yourself to Android 4.0 or better?

    It looks like you just wanted to develop for tablets right?

    Personally, I think the sphinx is better used in another game. To me it just doesn't seem to fit in. Your multiple combinations to success seems enriching enough.

    The real fun in your game now is that it has a feel like that parking lot puzzle game you've probably seen before in many forms and it has items in it that need to be used in certain ways forcing different decisions in the car movement. As for shooting the enemy car it's kinda fun and kind of annoying.

    Seriously, on my Galaxy Tab, the load times seem quite long (is this due to large image files?) and not seeing a button actually respond to a press makes me wonder if the game really sensed my screen touch.

  • I understand now.

    Sure it is, you can have many layouts that access the same code so you won't have to copy that code to every layout.

  • An event sheet is directly tied to a specific layout. All of that layout's specific code is place on the event sheet.

    So if you have a button on the Layout, you can tell the program what to do when a user presses that button on the Event Sheet tied to that Layout.

  • Hi,

    My name is Jacob and I do love all types of games (videogames, card games, board games, you name it), but I'm more of a creator now than a player I have to admit.

    I've made a few games before over the years, even have an indie game on XBOX under my small side business PsycheWard. (but I'm mad at Microsoft! they've really buried the indie game portion of XBOX LIVE after they created it!)

    I've been looking for a way to balance everything in life with making games and Construct2 looks to be a great answer. I've worked with other such programs, like Game Maker, but it gave me headache after headache and I have to say I love the logical thought process behind C2...absolutely love it!

    I'm really loving the whole idea of HTML5 programming and it's future...I want to be a part of that! I can really see it's potential with cross platform development. I've looked into other HTML5 environments, like the Intel XDK and I have to say C2 is by far much more desirable, intuitive, and much less of a headache than the rest.

    I'm a product developer and I'd love to share some ideas that could really make C2 more powerful and user friendly. I happen to have a programming degree, as well as a degree in communication and mechanics. For example, being a programmer and using C2 for the first time I was looking to change the image of the button form control, but I couldn't. So then, thinking like a programmer I tried to make the button invisible and then place it over a picture, but that didn't work either. Once you make it invisible it also becomes disabled. So I ended up just creating a button picture. C2 is great, but the more intuitive and powerful it is the more people will be drawn to it.

    I have to say I love the manual and all the time they've spent in making it very clear and straightforward. Some of the best manual writing I've seen. (The absolute worst is the massive Windows development book I have from college.)

    So, I'm looking to make a ton of games now in my free time...

    I love to talk anything geek so feel free to message. I'd also like to meetup or chat with any C2 developers in the Midwest!

    -Jacob

  • I'd try it, but I'm not part of the 3% of the market that owns a windows phone...

  • What I liked:

    -the driving controls

    -sounds

    -the look was pretty good

    What I didn't like:

    Have you thought of making it with a left control for the firing? I take my finger off the driving now to shoot.

    It doesn't show on my Android 2.3 phone, but I was able to play it on my Galaxy Tablet.

    The time it takes to load, I wonder if it is working.

    What I thought was really weird:

    The sphinx? Really?

    Throwing all those instructions at the player at once.

    Full page ads after a disappointing round.

    So:

    The driving was fun, it looked nice.

    Can I ask you, what were some of the sizes of the images you used for your backgrounds?

  • If you are simply developing for mobile phones, I would say 320x480...basically what all my friends are doing and it seems to scale nicely across a wide range of screens.

    What I'm really finding out developing with HTML5 is to keep all of your images very tiny! (I mean in the 1000X1000 pixel size at max!)

  • Well, my first question is how far do you want it to go after it ricochets?

  • Oh yeah, Kongregate is a great way to go! I think Game Stop owns them.

  • Haven't done it yet myself, but so far the Tutorials here are great.

    https://www.scirra.com/tutorials/861/ho ... id-app-apk

  • I wasn't trying to say you are looking for a magic answer, only that cocoonJS has no magic solution They don't do anything outside of what the exported game already does in terms of image size and resolution.

    Thanks for the reply,

    I'm not looking for my project to do anything more than what I've programmed it to do. I'm not looking for it to behave better once I export it. If anything, I expect there to be conflict issues with other devices.

    I'm new to HTML5 programming as an environment for cross platform development. I was wondering if there was a wrapper, like Cocoonjs, where you might expect to get out of the wrapper hopefully EXACTLY what you see from the preview of your project when you run it on the device you are developing it on like your laptop. Surely there will be framerate issues across different devices with different processing speeds and VRAM.

    It looks like, currently, if you want to develop once and deploy to many devices, on the image end, everything will have to be developed with the smallest sizes in mind.

    I see how Cocoonjs can really help with framerate, I was just wondering what the boundaries are. I want to push the boundaries in my projects and get the most out of the graphics, out of production time and out of user experience, but I certainly don't want to drastically limit my audience. If anyone else has any more to comment on their experience with this I'd like to hear, such as how big of a picture they normally use without any real big problem (there are always problems!) In order to go there, got to know what those boundaries are.

    It's kinda funny, my old phone gave it all it had to try to run it, and was doing it at about 1/10th speed, but my Samsung Galaxy Tab just said "Screw that dude, I'm not evening going there." and didn't even try to display anything even though it has 12 gigs of memory! (even though the entire program is like 300kb!)

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  • Thanks, but be careful because it is insulting to say I was looking for a magic answer. I know what the manual says, the purpose of the forums is to learn from others' experience. I'm looking to see if anyone here has experience working with large image files with C2 and a wrapper like Cocoonjs which EXTENDS the abilities of what C2 can do. It's funny that my antique LG phone running Android 2.3 can handle a large image, but my new cool Samsung Galaxy Notepad with Android 4.0 can't. Of course I was using the PREVIEW OVER LAN feature, not a wrapper.

    So has anyone worked much with large image files with C2 and Cocoonjs? Any luck?

  • Currently when I preview my project on the LAN I get an error that my image that I am using as a background is not the appropriate size (2048x2048 or smaller) and will not play on my Samsung Galaxy Note, but it will play on my LG smartphone (albeit quite slowly). My question is, for the sake of developing once and with speed, will the Cocoonjs wrapper take care of this issue and make it so that my image which is 320x6000 will display properly across all platforms? Has anyone done this? I know I can break up the image and such, but not fooling with the image saves a lot of time and I wondered if anyone with experience can say that they've dealt with this. I know I could ask LUDEI, Cocoonjs, this question but I'd rather hear from a user who already has tried to use it with Construct2. I'd really like to hear of a wrapper that handles these types of issues. Certainly with a laptop it is not a problem, but phones and tablets can be problematic and I am hoping to hear that Cocoonjs takes care of this.