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  • I'm actually using portait myself. The culprit is the retina support, because when disable it works like a charme.

    I firmly believe that the density is simply too much to handle without openGL.

    And in any case there is something wrong somewhere, I mantain that we need a way to programmatically disable retina mode on certain devices.

  • This is not a proper bug but it's important to fix.

    The current implementation of the retina display works beautifully on the iPhone, not so much on the iPad3.

    The way you are doing it now is to create a canvas the same size of the native resolution, but currently this is not plausible on the ipad3, to the point that an app that works 60fps per second without retina jumps down to less than 1fps.

    The technology just isn't there for such a resolution, especially with matching resolution images.

    I'm fixing it this way:

    var isiPad = navigator.userAgent.match(/iPad/i) != null;

    if(isiPad === true){

    c2_retina = false;

    } else {

    c2_retina = true;

    }

    Then passing the value here:

            ...

            "media/",

         true,

         320,

         480,

         2,

         true,

         true,

         true,

         "1.1",

         c2_retina,

         false,

         1,

         false

    I think that you should REALLY consider adding an option somewhere to disable this for iPads, because currently is IMPOSSIBLE to get anything more than 1fps with retina support on on iPad3 and retina is not supported on the previous generation.

    This doesn't concern only PhoneGap but the browser as well.

  • nemo to be honest I never had problems myself with spritefonts on iOS.

    They say that the problems rise when the "final" file is being created.

  • It's absolutely possible to make a "real" mobile game on construct2.

    But it requires a great deal of skill right now we are in this position:

    PhoneGap. Possible with a more than average knowledge of obj-c. My new game (that I'm deciding about publishing it with cocoon or PG) is a simple puzzle game (but not static, think tetris) with more than 80 sprites on screen (all moving) and I get around 40fps constant. On my iPhone4 the cpu goes to 99% constant though and that's the only reason for moving away from PhoneGap. Possible? Yes! Hard? Yes.

    To achieve this I optimized both the C2 engine and PG as well, and I can't publish the modification because are made specifically for my game. With the amount of effort I put into making it work I could've easily done it in obj-c.

    Sadly PhoneGap is not ideal for making games, but has the advantage of supporting Game Center and all the plugins for Construct2. But, and I want to stress this, it's possible to publish games with PhoneGap.

    CocconJS. I think that the support that C2 is currently offering is lacking, but this is the way to go. My game runs at constant 60fps with minimal cpu use. The issue here is the lack of a "Game Center solution" and support for anything else plugin wise. But with cocoon it's possible to publish full fledged games with tons of moving sprites and effects.

  • Ashley not webfont, real font embedded in the project, it's in the new version of cocoon

  • austin did you know that cocoonJS now supports "normal" webviews on top of the "special" canvas?

    That could fix all the problems!

  • Does c2 support custom fonts in cocoon?

    Since spritefont doesn't work in cocoon, I saw from the docs that you can have "custom" fonts in coocoon, is this supported by construct2, if so how does it works?

  • Hi, I believe I'm the only one with a Construct2 app currently on the appstore. (Thread on the forums)

    I'm in the process of putting up the new version with Game Center support as well as a new game.

    The sad reality is the mobile situation is hard, very hard and currently I'm stuck with PhoneGap because the alternatives lack proper support (buggy, missing plugin functionality, no gamecenter etc etc).

    I'm open to answer to any questions you guys may have.

  • Thank you very much austin

  • The plugin is not working on cocoonJS

    Error:

    TypeError: 'undefined' is not an object (evaluating 'd.parentNode')

    Is there any way you can test your plugin with cocoon?

    Thanks

  • Guys but are you really discussing the licence cost of awesomium? Has any of you actually has an idea of the costs involved in the development of a game?

    Music, Sprites, Time, Licences (Photoshop is not free..). It all adds up really quickly.. 3k for a licence (especially since you pay only if your revenue was higher than 100k) is a drop in the water..

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  • Aioria7 yes, it's possible

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0plus1

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