Wink's Forum Posts

  • Well the largest market doesn't necessarily mean the best. The smaller ones like Windows Phone 8, and the new Blackberry 10 are the ones I am interested in because there not over flooded with apps, competition, and AAA games yet so there is lots of opportunity there right now. But there phones are new, expensive, and require contracts in the US.

    I have two games in the Google play store, and I am trying to monetize off of them with ad revenue but CocoonJS is the only wrapper that works right now, and they have a bad ad service. I haven't made any money yet.

    If you want a cheap, no contract phone, and if you live in the US Walmart has a variety of prepaid android smartphones in a box for under $100. But make sure it has the Google Play Store installed on it because not all cheaper android devises can run it. Also get one with a powerful processor, and a lot of ram you will need it. Try to get one with at least the Ice Cream Sandwich OS or newer.

    You could develop for ios app store but you will need to buy a Mac if you don't have one to compile the code. But I here iphone users actually like to spend money on apps.

  • Presumably if it's cheap it'll be bad, meaning if a game runs on that, it'll run on more expensive ones?

    I use to think that way but the truth is that it is hard to get a game running good on a expensive top of the line phone especially on Android.

    Don't waste your money get something new and powerful. If you go to a wireless provider you can get a nice Samsung Galaxy S3 for under $200 with a contract, or wait a week or two and get a new Galaxy S4. That is if you want to develop for Android.

    Iv been looking for a deal on a unlocked Windows Phone 8 with no contract but in the US that just don't exist.

    You could always get a tablet instead of a phone if it's just for developing on, and that way you wouldn't need a wireless contract if you got WiFi at home. Google has a nice 16 GB Nexus 7 for $199.

  • Ok, a windows version of the build tool should make the build process as easy as 1,2,3.   <img src="smileys/smiley4.gif" border="0" align="middle" />

    In the meantime I will give your precompiled Pender.jar file, and instructions a try.

    Thanks again for all your hard work   <img src="smileys/smiley1.gif" border="0" align="middle" />

  • lorinbeer This is great! Thank you for bringing the Pender Project to the Construct 2 community.

    Speeking for myself an open source Android accelerated canvas for PhoneGap has been highly anticipated. But for all the Ouya developers here this sounds like one of the solutions that they have all been hoping for.

    I have some questions on the current build process. I posted them here:

    http://www.scirra.com/forum/pender-android-for-phonegap-cordova_topic63245_post400145.html?KW=#400145

    Thank you for all the hard work you have done on this project it is much appreciated, and welcome to the Construct 2 community <img src="smileys/smiley1.gif" border="0" align="middle">

  • lorinbeer Wow! I just got your email. Sorry Iv been away the last couple of days I was in Chicago on business. I cant believe I missed all of this.

    I'm glad to see your surgery went well from looking at that picture it looks like you had neck surgery. ouch!

    From reading through all the posts it looks like we have to build this manually? Are you planning on adding some native windows build tools?

    The reason I ask this is because most of the Construct 2 users here are non programmers, and might find the process a little bit overwhelming. I don't know if you have had a chance to take a look at Construct 2 yet but Ashley has built it so that non programmers can build games by only using actions, and events.

    But once I get my head around the process, and successfully build a game with it. Maybe I or ArcadEd could make a dumbed down tutorial with pictures of the whole process. lol

    speaking of which?

    ArcadEd Since you have already been through this could you dumb down a few things for me <img src="smileys/smiley36.gif" border="0" align="middle" />

    For the first few steps are you using Git Bash for your command prompt? If so did you use Git Bash for executing all the commands or did you use the android sdk/tools command prompt for some things? I haven't tried this yet, and I am a little confused after reading through the manual build process on what you used for each step.

    And by the way thank you for doing all of this in public. I know this will help every one to understand the process better. Especially those that are to shy to post.

    Ashley

    Hey Ashley!

    I wouldn't expect Construct 2 to run in Pender in it's entirety. I have some experience embedding existing projects in Pender, including work for Zynga (not public unfortunately) and Bonsai.js from uxebu.

    Two easy ways are:

    1. Construct2Shim.js: which would redirects canvas calls through a messaging api to Pender, not as optimized as a full renderer running in Pender, but tests still indicate a massive jump in framerate and rendering performance. Easy to implement, with no change to ConstructJS, just a shim to be loaded in the WebView

    2. Construct2Pender.js: which would define a tiny rendering engine using the graphics calls Construct2 expects to exist in the WebView. Instead of calling a canvas in the main Construct2 runtime, we would call Pender through the bridge, using an abbreviated syntax which would update the rendering engine.

    Note that Pender can include any functionality that the device supports, exposed under any api we want. The Pender roadmap includes support for Web Audio and WebGL!

    To echo your points, the DOM is most certainly an advantage when it comes to layout and the breadth of api's available. However, it kills rendering speed even when hardware acceleration is implemented in the browser. Decoupling the rendering engine is not only good architecture, but it allows a paper thin layer between the js and the native graphics calls, really bridging the gap between js graphics and native graphics.

    One of the use cases of Pender is to provide embedded canvases in a Cordova/PhoneGap project, using the Pender runtime as a rendering engine for fast canvas, and not as a replacement for all that HTML5 offers.

    Ashley What do you think?

    For myself an open source Accelerated Canvas solution for PhoneGap has been highly anticipated. But for all of the Ouya developers this sounds like the only solution available right now.

    Is there any chance this could be officially supported?

    The reason I ask is CocoonJS is DOM-less, and I was just hoping some kind of exporter similar to CocoonJS's could be easily integrated into Construct 2 without to many problems. This is just more of a hopeful request than anything <img src="smileys/smiley1.gif" border="0" align="middle" />

  • vee41 Thank you very much it works great! <img src="smileys/smiley4.gif" border="0" align="middle" />

    4 global variables, and a few events. Brilliant!

    Whiteclaws It has the same problem as before it only randomly spawns the sprite inside of the first 32 pixels in the top left corner of the layout.

    That's ok though vee41's solution works just fine with my game project.

    Thank you both for your help <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Whiteclaws I think I might have spoke to soon.

    It seems that your code only randomly spawns the sprite inside of the first 32 pixels. I was hoping it would spawn randomly across to whole layout at 32 pixel increments. Maybe this just isn't possible.

    Thanks anyway for trying to help me.

  • Ahh, I see what I was doing wrong now.

    Thank you very much Whiteclaws <img src="smileys/smiley1.gif" border="0" align="middle" /> that's exactly what I wanted.

    It works perfect <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Whiteclaws Thank you but I cant seem to get those expressions to work with what I am trying to accomplish.

    Perhaps I haven't properly explained what I am trying to do. On the start of my layout I will be destroying the sprite. Then I want to spawn just one sprite randomly on my layout at specific 32 pixel grid based distances.

    Here is a simple .capx with the sprite set to be destroyed on start of layout in case you or someone else has an idea on how I can accomplish this with system expressions:

    https://dl.dropbox.com/u/43763487/examples/random.capx

  • I was wondering if anyone knows of a system expression to spawn a sprite randomly at 32 pixel increments?

    Like this:

    <img src="http://i49.tinypic.com/ixa353.png" border="0" />

    I thought I had this figured out sometime last year but I cant find my old .capx, and for the life of me I just cant figure it out again.

    On start of layout --> System create object Sprite random(?), ?

    Any help would be greatly appreciated.

  • jegcelorio I usually go with a different hosting service each year this way I get deals. There all pretty similar some are cheap, and will spam your email trying to sell you extra stuff you don't need daily. And some are a little more expensive, and will give you better service. I guess you get what you pay for.

    For a beginner I would recommend Hostgator mainly because of there easy to use cPanel, and great service. They are a little more expensive though.

    This year I went with iPage. So far I am very happy with them. If you decide to go with iPage go all the way to the checkout. Then try either going back one page at a time or just try closing the page. I did this while shopping for a new hosting service, and a new page opened offering me everything for $23.88 USD for one year. <img src="smileys/smiley4.gif" border="0" align="middle">

  • delgado Here are a couple tutorials that will help you through the whole process:

    Create Android Game

    Android games with CocoonJS

  • docskull I just tested your game, and I'm not getting any performance issues. I am getting a steady 59 to 60 fps.

    Yes, using every second instead of every tick will increase your fps dramatically on mobile devises but on a PC it is usually unnoticeable.

    This sounds like an issue with your PC. I would suggest first making sure your computers drivers, and your browsers are all up-to-date. Also if you are running a lot of programs at the same time and or have to many windows open this could be causing lag.