It works now, thanks. :)
When you start making games with lots of content, there are loading times when previewing. If using a RAM disk option would improve them, I think it's a good idea.
It crashes when I run it and my antivirus thinks it's a virus named MIDAS3. :(
Exporting to ios, no matter what option you use, still uses html5. Fullscreen should work in any of them. If it doesn't, it's a bug.
C2 does have the capability to down scale the window under the fullscreen settings in the properties.
Develop games in your browser. Powerful, performant & highly capable.
What he said was true because he copied it from one of your previous posts in the thread. :)
Games made for the ipad are required to be retina resolution these days by apple. If you make graphics for the 2048x1536 screen of the newer iPads, the graphics should look high res enough for all other screens (short of crazy resolutions like the new 4k format, but that's so new barely any tvs or monitors use it, and you definitely don't want to make an ipad game with graphics at that res. Also don't forget to design the graphics to be suitable for multiple aspect ratios).
C-7 - that was a spammer you replied to. I deleted the post.
Ipad 1, 2 and mini are 1024x768. Ipad 3 and 4 are 2048x1536.
Dpi is meaningless, and only make graphics the size you need them or lower. Any larger just wastes memory which is in short supply on mobile and won't improve anything.
It might be related to this thread: http://www.scirra.com/forum/bitdefender-node-webkit-export-problem-in-r136_topic70230.html?KW=
My antivirus was flagging exported exes as a false positive. Roger Wang, the developer of node webkit, is going to implement a method for creating exes that should solve the problem in version 0.7.
Edit: actually, it appears to have been implemented already in v6.2, and they're currently on 6.3. Ashley, has the new version been implemented in C2 yet?
I've read people recommend CC because of several possible reasons:
Vilsu - CC has no software rendering.
sqiddster - canvas2d is still hardware accelerated, it's just not as fast as webgl is and doesn't have shaders. Software rendering is only used if the graphics card has been blacklisted, and then it doesn't use canvas2d, it emulates webgl in software via swiftshader.
Member since 11 Jun, 2007