Wink's Forum Posts

  • adyo I'm not sure if this will work but it cant hurt. Make sure you have .Net Framework 4.0, and Microsoft Visual C++ 2010 Redistributable Package installed on your PC.

    Microsoft .NET Framework 4

    Microsoft Visual C++ 2010 Redistributable Package

  • Great idea, and nice time saver.

    Thanks 7Soul <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Ashley, yes that is disappointing. Android 4 will only be available for just a few preexisting Android phones. My phone Galaxy S is one of millions of phones that they are still selling not on the list even though the phones processor is fully capable of handling it. So much for open source, thank you Google.

    Your WebGLGap does indeed look promising. Thanks for making it open source.

    Idk, maybe I will just focus on what works for now, and just stay away from the mobile market. The way things look the millions of phones like mine will allow flash to have a long slow death. I just don't want to have to recreate my C2 games in Action Script.

  • Arima the XDK has built in device emulators to test on. The XDK also gives you the ability to preview your application on an actual device using the appMobi appLab test container. Click on the Test Anywhere icon then after your game is uploaded you can click on the Send App Link icon.

    Then the applab will send instructions on how to test your application on a device. Copy the instruction text and email it to your tester or just post it here. If they follow the instructions, your tester will make sure to download the appLab test container application, and then access the application by opening the supplied link in their device's web browser.

  • I started to play around with appMobi last week.

    So far from what I have learned there are quite a few steps nothing to technical though.

    You can just drop a html5 game build into there XDK after you install it and start a new project.

    Then you need to add a script to the <head></head> tags of your index html page so that your game can call the appMobi JS library:

        <!-- the line below is required for access to the appMobi JS library -->

    <script type="text/javascript" charset="utf-8" src="http://localhost:58888/_appMobi/appmobi.js"></script>

    <script type="text/javascript" language="javascript">

            // This event handler is fired once the AppMobi libraries are ready

            function onDeviceReady() {

                //use AppMobi viewport to handle device resolution differences if you want

                //AppMobi.display.useViewport(768,1024);

                //hide splash screen now that our app is ready to run

                AppMobi.device.hideSplashScreen();

            }

            //initial event handler to detect when appMobi is ready to roll

            document.addEventListener("appMobi.device.ready",onDeviceReady,false);

    </script>

    After that you will be able to view , and test your game on the appMobi emulators that are built in.

    You also will have to provide appMobi cloud service with some graphics for a icon, loader, etc. These will all depend on what type of device you want to build for.

    Then to make a build you will have to register for a couple services, create, and provide emails but the appMobi XDK will walk you through all these steps.

    I did manage to make a successful game build, and downloaded it to my Android phone but when I ran the game the loader screen appeared then once it was loaded all I got was a black screen. The same game works with the phone gap build but not the appMobi build. There must be some more mods that need to be done to the html5 game build to make it work beyond there emulator. I will keep playing around with this maybe I will figure it out.

    Here is a link to there beginners tut:

    Getting Started

    It covers installing the XDK, and getting it all up and running. If anyone figures it out before me please post your solution here.

  • tavitooo usted debe preguntar a Ashley, y Tom, o si podr?a tener el construir 2 manual traducido en la versi?n espa?ola. Yo s? lo que es de usar traductor Google para algo m?s que una frase corta que no funciona muy bien. Iv tratado de hacer eso con tutor?as escritas en otros idiomas.

    Yo le ayudar?a si pudiera hablar espa?ol, pero s?lo hablan dos idiomas Ingl?s, Ingl?s y Bad. lol Eso, y todav?a estoy aprendiendo construir 2 me.

    De todos modos buena suerte con la b?squeda de un tutor / traductor.

    English:

    tavitooo you should ask Ashley, and or Tom if they could have the Construct 2 manual translated into Spanish version. I know what it's like to use google translate for anything more than a short phrase it just doesn't work very well. Iv tried to do that with tutorials written in other languages.

    I would help you if I could speak Spanish but I only speak two languages English, and Bad English. lol That and I am still learning Construct 2 myself.

    Anyway good luck with finding a tutor/translator.

  • I want a flying monkey <img src="smileys/smiley6.gif" border="0" align="middle" />

  • Hello AndyWatson

    Sounds like what I was just trying to figure out. This page might help just read all the posts here:

    who check my game on mobile

  • Ok, delgado after doing some extensive research I think I got it. <img src="smileys/smiley1.gif" border="0" align="middle"> Or at least we are on the right path now.

    First after reading Supporting multiple screen sizes for the thousandth time, and still not getting it to fit my phone screen correctly. I read the Supporting Multiple Screens on the Android developers site, and still no luck. Most of there documentation is months behind the current technology meaning newer screen sizes. I don't know if they just don't care, and don't update it anymore because they have enough apps, or are just trying to cut down on the competition.

    So then I went to my phone manufactures website, and asked what size I need to make a game app that needs to display the complete playing area with no scrolling, and fit tight to all four sides of the phone screen. They were very helpful they said for my specific phone Samsung Mesmerize Galaxy S I would have to make it 800px X 480px. So I re-sized your game, stretched your sprites, and moved things around then rebuilt your game on phonegap, and there was still a small white area to the right about the size of my phones tool bar.

    So I looked at one of the games I made and realized I also had these gaps I just couldn't see them because I had given the background of my games a solid color that matched the game tiles. So I went back and gave your game a color that matched your game tiles, and this is what I got:

    <img src="http://i39.tinypic.com/2w5tu6u.jpg" border="0">

    The game itself will now fit like it is suppose to if I can figure out how to make my browser run in full screen so that my toolbar isn't showing.

    I think though to make a game like this fit on all Android devises you will have to go to all the manufactures websites to get the exact screen sizes, and build each size individually. lol a lot of work.

    Also I believe before we can expect people to buy a Android, or other device type game from us, we will have to figure out how to package our games in some type of executable wrapper that will automatically open the game in full screen mode without the devices tool bar showing. Not to mention sound support.

    Anyway, Your game preforms very well, but you might want to re-color your games sprites. I think with all the stretching, and resizing they lost some color. Also you should really consider using rexrainbow's touch/mouse plugin instead of the touch controls I think it would make the game easier if you could just touch the paddle to move it with one finger.

    Here is your modified .capx:

    http://dl.dropbox.com/u/43763487/delgado/delgado_pong.capx

  • Your welcome delgado. I will take a look at your .capx, and see if I can get it to the right resolution when I have a little more time.

    Here is a nice tutorial that shows you how you can set up a free Android emulator on your PC so you can test your games:

    How to Test Drive Google Android on Your PC Without Buying a Phone

    And here is some info on supporting multiple android screens:

    Supporting Multiple Screens

    I'm going to read that one also it's from the Android developers site.

  • The touch controls work! They are a little hard to get use to but once you get it down the game is beatable. I don't know whats wrong though with the screen resolution I just made a game the other day for my phone 320px X 480px in scale full screen mode, and it fills my screen perfectly. I also made a couple other games for landscape view like yours 480px X 320px, scale full scree mode, and they all fill my screen. Here is what I get with yours:

    <img src="http://i42.tinypic.com/21eclcn.jpg" border="0" />

    I don't know why your getting that white edge.

    Also have you tried rexrainbow's touch/mouse plugin? that works great for games like yours.

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  • I think by default it is the top left. But you can chang it in your properties window.

  • Ok its getting better <img src="smileys/smiley1.gif" border="0" align="middle"> Here are the problems I see.

    1. Now it is kind of small for my screen resolution it all fits on the screen but just about 1/3 of the screen is a big white area. For android phones I found to make it fit perfectly you need to build the game with construct 2 to this size 320px X 480px or the other way around 480px X 320px for your game. Then build it just like you did before and it should fill the screen perfectly.

    2.The player paddle doesn't move at all but the AI paddle works great.

    Other than that it looks good.

    O'ya just so you know there is no sound in case there is suppose to be. This is a problem for all html5 Android games. I guess appMobi has a way to fix this I haven't tried appMobi yet there was a post here some were from the appMobi guys, and they said they were going to figure out a way for us to use C2, and appMobie together. They said they would post a youtube tutorial for us when they figure it out.

    Here is that appMobi post:

    appMobi post

  • Both games freeze the second game the ball moves to the goal but then everything stops, and the first game stops at the start. And the game is a little bigger than my screen rez. I have a Samsung Mesmerize Galaxy S Android phone with Gingerbread OS. Try what Kyatric said.

    I cant get the paddle to move on my phone but that might just be because the game froze.

  • Have you tried putting your iframe in div's something like this:

    <div id="your iframe div name"><iframe src=""></iframe></div>

    <div id="footer">

       <p>The text you want to add</p>

    </div>

    And then in css:

    #footer {

        margin-top: 40px;

    }

    This worked for me before with galleries.

    Otherwise without seeing your code, and never trying this with C2 I'm out of ideas. I know facebook has a lot of tutorials on iframe they might have a solution.