Xavier's Forum Posts

  • For a long time now I've been noticing that Firefox on Android is always performing a lot worse than the other browsers, is anyone experiencing this?

    To make sure that it wasn't just my games I also tested Scirra's own test with the same results: http://www.scirra.com/demos/c2/sbperftest/

    Framerate is a little over the place, 50s, 40s and even 30s sometimes, it stutters a lot, I tried webgl and canvas2d. The other browsers are perfect at 60 fps.

    Firefox on iOS is fine so it must be something about the android version, I already tried deleting settings, redownloading, and trying the beta version but nothing changes.

  • I've always avoided the physics plugin on mobile games because a few years ago it was just unplayable.

    Now that some years have passed, browsers have matured and I have two "modern" phones, I decided to try again.

    I used 2 phones released in September 2013: Xiaomi Mi3 (Snapdragon 800 2.3Ghz with android 4.4) and iPhone 5s.

    On both phones (Chrome and Safari) I was very surprised to see that with 100 physics objects and 4 immobable objects the framerate stays at 60fps, even without WebGL it's still almost 60 with some drops. I know these phones are still pretty good today, but 100 objects is a little overkill for a game so I think even phones with a lower cpu will perform well with less objects.

    Also good results on Xiaomi default browser, on Firefox it drops a lot more but I've always had performance problems with firefox and mobile.

    Overall I'm pretty happy with how good html5 has become already. What do you think?

    I'll leave the test I used in case you want to try yourself, just touch around to apply a force:

    https://dl.dropboxusercontent.com/u/1910765/physics_test/index.html

  • Good info.

    I personally use only Google Nexus devices (Phones and Tablets). If you own each nexus device, you cover mostly all screen sizes (of the newer smartphones).

    I have (will buy)

    • Nexus Tablet 7" (2013 Edition)
    • Nexus Tablet 9" (2015 Edition)
    • Nexus 5 (LG)
    • Nexus 5X (on my list)
    • Nexus 6 (on my list)

    I also assume that Samsung are a big part out there, but to buy each Samsung device is pretty expensive

    What about Apple devices? I would assume they have a good portion of the market and from what I've read Safari or iOS can have some display bugs with html5.

  • Hi, now that we are well into 2016, what's the status on this topic? Are some publishers still not interested in C2 games?

  • A question for devs or publishers:

    What are the most popular devices that the publishers need the most testing on?

    I'm tying to buy some devices to start testing my games but I'd rather buy as few as possible. I'd like to hear your suggestions and how many devices you (developers) test their games on.

    Is the iPhone 4 considered too old for the publishers or still supported?

  • > 404 not found, someone can share it again?

    >

    > Thanks.

    >

    Well, I copied the title of the article in the url and did a google search. This looks like a reprint of the same article. It mentioned the original website.

    http://www.gamedev.net/page/resources/_ ... mers-r2936

    Of course, I never read the original article in the thread, so someone else will have to confirm if this is the same article.

    That's the one, I updated the first post with this new url, thanks.

  • Ok thanks, I was starting to go nuts.

  • Hello, I've been taking a long break from C2 for a few months, but now that I'm back I've encountered this problem and I'm not sure if this behavior was always like this.

    https://dl.dropboxusercontent.com/u/191 ... doubt.capx

    I'm using a snap to grid to 32x32 so the positioning should be perfect, there is also 1 event that states if red sprite is overlapping with yellow sprite -> red sprite set Y to self.Y-32

    However in both scenarios the system thinks that both sprites are overlapping and the event runs, pushing the red sprite to the top.

    If I manually move the red sprite 1 pixel down there is a visible gap of 1 pixel between both sprites so I know the positioning is good and they shouldn't overlap, unless that has been changed in recent months.

    I remember this wasn't like this but now I'm not so sure anymore.

  • I used instanced variables for stats in my turn based rpg demo. I put enemies and characters inside the same group and created the instanced variables in the group. There's probably different ways of doing stats, other people would prefer arrays.

  • The problem is that you have the project setting "Use loader layout" set to yes. That's why the first layout is being displayed before the project is fully loaded. Set that option to "No".

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  • Hard to say without looking at the .capx.

  • Can you share the .capx?

  • Try using the condition trigger "On landed" instead of the "is on floor".

  • Hello. Check this .capx.

    1 - I've added a "Trigger Once" condition when the mouse is down to avoid the flamethrower sound from repeating itself.

    2 - To stop the fire sound, I have changed the events, instead of using "is visible", I used a condition to check the number of fire instances. You also forgot to add a tag to the fire sound, so I've added one.

    3 - I have also added 2 events that create a fade out volume effect, you can delete them if you don't like it.

    Let me know if you have any questions.

  • You probably need to use & when using variables inside a string. For example:

    xml.StringValue("//magic/*/text()")