ZhaoYun's Forum Posts

  • kenhes Got it! Thank you very much!

  • kenhes TouchforID ? that's new to me!

    How do we use it exactly?! I want to know!!

    (Did a quick search on the forum, no thread about TouchforID yet!)

  • I make a folder call "fonts" put the ttf into it, and move the folder into the "zip file I get from C2 when I choose to export to cocoonjs", and use cloud compilation to compile it to apk.

    result->Doesn't work.

    Puzzled.

    superkew

    Oh ya, you mention in other post that it wasn't working in android yet. erm, do you have more info on that?

    eg.

    When will it work?

    Will it ever work?

  • Thunder

    Well, my random(0.5,1)second has no cost on my performance. I just deleted them and the performance has not changed.

  • Thunder

    Thanks for sharing such crucial information. I use "random time" in my minigame too,tonight I shall try it out!

  • screw, I realized I did not follow the topic O.O

    I play less game because I simply have no time for them!!game dev is taking all my free time~!!

  • Thunder I dont understand?you compile your game with which compiler?

    You mean, preview on Lan ->30-35fps

    Compiled game on ipad 2 ->3-4fps

    compiled game run on pc simulator ->3-4fps

    game run on Mac ->67fps?

    P.S.:I always find testing in cocoonjs launcher more accurate than preview on Lan.

  • Turns out that I was not aware that I could make my game frame rate independent!

    I was also surprised to know that movies actually have their frame rate set at 24 fps!

    After making my game frame rate independent, I'm sure it is playable from most of the tablets on the market.

    But now I wonder, is viewportright and viewportbottom really able to "read" the resolution of the device?

    Or there is other expression for that(resolution of devices)?

  • PixelPalette

    Thanks for sharing~!

    This is exactly the type of information I was hoping for when I started this post XDD

  • Arima

    I use cocoonjs, it was simply the fastest.

    As some of you may know, I was obsessing about creating a touch control for 2 player.

    I've tried:

    1)Drag and drop behaviour as the control thumb-> but I ditch the idea because it needs the player regrab the stick everytime it was let go.

    2)Trigger. ->It works but for the trigger, I created 40 instance for 2 players! Not to mention that it doesn't move perfectly, the object count just.. wow.

    So, I end up with

    Touch.xat(0)and touch,yat is within "a range"----set playerbox movement from "self.x,self.y to touch.xat(0), touch.yat(0).

    Then repeat it for touch.xat(1),(2),(3) up to (5).

    It works perfectly, at least I haven't have any nasty surprise.

    I adjusted to aspect ratio the same way as Arima said. Viewportright(0)/viewportbottom(0). and compare if it is nearer to 3:4 or 10:16, and load the layout accordingly.

    But somehow it works on some phone but not on others. I am suspecting that, while dimension of phone is calculated in portrait, it was calculated in landscape in tablet.

    That's why I made abit of modification on my code. Just haven't test it out.

    Another issue that I was encountering is, in some devices, when your game stretches, it was blocked by the phone's status bar.

    In other word, the game scale, and stretches UNDER the status bar, instead of UPTO the status bar.

    I don't see myself solving the problem.

    P.S.:

    Today I try out my game on tab 2 7.0, it is slow, looks like a design overhaul is needed. SAD.

  • I open this topic in hope that people who made/are making game on mobile devices share their experience together.

    Let me start first, I just finish building a simple game on mobile devices. Targeting tablets.

    The game is a 2 player vs game, which each player control a character, collecting "coins"; harassing opponents while doing it.

    Behavior use in this game:

    1) 8 directional movement (just for using the solid behavior)

    2) Touch, for controls

    3) Bullet movement for a lot of stuffs.

    4) Solid behavior

    Thoughts at this stage (I am testing on friends device now)

    1) It is hard to work with multi-touch on construct 2 (or I just suck).

    Week was spent on this forum just to find a better way of working with it, without much help from the community sadly. (Thats why to those few who help, I am extremely thankful.)

    2) Supporting multiple screen size is a pain in the

    I created two type of layout, 4:3 and 16:10. So that I could accommodate this two main aspect ratio (the game load by choosing the layout ratio that are nearest to the expect ratio, [I haven't test if I've successfully implemented it])

    2) The performance across different device is really obvious!

    I own an ipad 2 and a huawei U8800, and which it ran 50-60 at my ipad2, it is unplayable on my phone. (not unexpected).

    But! Galaxy SII seems to handle the game okay (playable but unenjoyable)

    Galaxy Tab(7 inch 1st gen),

    Galaxy Tab 10.1(1st gen), was sloow,

    Asus Eepad(Not transformer) handles it slow too (but faster than tab 7.)

    still waiting on result on tab 2 7inch.

    This makes me wonder, what game can be made for mobile game? is the only way of doing it is either - game that can play in low FPS?

                              - very very very simple game? (because my game is very simple and it don't work)

    But how does those game on ios and android that are so much more sophisticate works...?

    Discussion on performance:

    1) Recently, I heard someone say 8 directional kills performance on mobile device.

    I need the 8 directional behavior for my player to react to solid, but I did switch the option from "8 direction" to "up and down". I think my ipad run 5fps quicker. Or was this just placebo effect i don't know.

    2)Is invisible object on the layer slow performance?

    I am not sure about this but I "destroy" everything on layers that are not using, and only spawn them when needed.

    This decrease the object count from 100 to 70. Not sure if it affects performance though.

    Please do pardon my poor english. =)

  • Cool! Thanks everyone~ now it just the matter of learning how to do it..

    You know, construct 2 may really help non-programmer to make game, but to a non-programmer, android sdk, eclipse, and those other stuff is still really a big obstacle!

  • ranma sorry for the bump ..

    I just hope to know what is the update regarding the android permission thingie?

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  • Yeah I wonder what is their stance on this too.

    And if they prefer us to do it, I think they might as well as supply us with that logo .

  • I have been struggling on the same issue too, when it comes to multitouch/multiplayer's the forum just suddenly gone quiet...