thehen's Forum Posts

  • Thanks for the find I had that in my local build but it somehow didn't make it's way into the public zip!

    tipztv I'll look into it over the weekend.

  • BluePhaze Yep we leave all the objects in there. For windows 8 we wrap all the Windows 8 specific logic in an 'Is Windows 8 app' condition and put it in a separate event sheet.

    Bear in mind this is only platform specific stuff, not screen size. So the Windows 8 charms, roaming data etc. For changes in screen size, we have breakpoints (not unlike media queries), where we readjust UI/zoom to work best for that resolution.

    Edit -> Here's a screenshot

  • BluePhaze There's no need to build separate versions of the game. That would be impossible to maintain long-term.

    We separate platform specific logic into different event sheets.

  • gonzdevour ah that's strange I thought it was compatible with minification. I'll have to double check that.

  • PM me a link to the exported build and I'll take a look.

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  • > We developed Mortar Melon with a target resolution of 1600x1000. It's a bit less than 1080p but we're using the same resolution on mobile, tablet and desktop devices, with no loss of performance.

    Very nice. Would you care to specify what mobile and tablet devices you are testing with? I'm not finding it on Google Play w/ my phone.

    We've got it running on Windows 8, Surface and Windows Phone all perfectly. We've done preliminary tests on iOS 4S+ and same gen iPads with perfect results. I've heard Android is a bit hit and miss, but current-gen devices shouldn't be a problem based on the great iPhone performance.

    Oh, PC, Mac and Linux also works perfectly out the box.

    Based on my experience with other game engines, Construct 2 is superior for 2D cross-platform support. We've built a game using C# and XNA and are now forking out ?6000 to port for Android and iOS. Never again.

  • Thanks all!

    I'm happy to say that we're now featured on the games home screen:

    <img src="http://i.imgur.com/i0rbEWB.jpg" border="0" />

    And we're nearly at 150,000 downloads. And we've got a full page spread in an upcoming issue of Develop. Madness.

    Edit-> Oops, not in the UK and US yet, just South America. Looks like our region wasn't updating ;)

  • FrodoBaggins does the example .capx work for you? That quits from the first layout for me.

  • We developed Mortar Melon with a target resolution of 1600x1000. It's a bit less than 1080p but we're using the same resolution on mobile, tablet and desktop devices, with no loss of performance.

  • gonzdevour sounds like one of the steps hasn't been followed correctly. in particular this:

    Overwrite the files MainPage.xaml, MainPage.xaml.cs, Index.html and App.xaml.cs in your export directory with those included in the plugin folder. This will work with the r116 beta but cannot be guaranteed to work in subsequent releases.

  • This is awesome. We're going to GDC so I'll pester them for info and report back.

  • Hi Tom, we'd be happy to help. I've also had great experiences with The Trailer Farm.

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  • You'll find that you won't be able to play more than one sound at the same time and that the audio will cut out the users own music (which will make you fail cert). Using this plugin avoids that.

    Ads and IAP are planned for the plugin, but low priority and could be a number of weeks.

  • Ah yeah, sorry I meant browser support for the web audio API.

    -Distance(Player.X, Player.Y, Emitter.X, Emitter.Y) / 10

    ^ this code just replace the divide by 10, with divide by an instance variable. The higher the number the further the audible distance.

    Hope that helps.