0plus1's Recent Forum Activity

  • Hey, been using C2 for many years, I am targeting several platforms, I always used a base layout size of 480*320 and then scaling (while using sized sprites).

    That is fine, except that now most newer phones have resolutions hovering in the 4k realm.

    So my questions for you, lovely scirra community:

    1) In 2015 what is a more reasonable base resolution?

    2) Should sprites be designed and exported at 4k?

    3) How does the base layout size impact construct2 performance? Looks like less pixels for C2 = less power to caluclate collisions and movement, thus resizing a small layout should boost performance, is this true?

    Thanks

  • Arne small stuff, nothing major.. it's just a suggestion to keep the plugin alive and well opening it to community contributions..

  • Arne do you think you could set up a git repository so that I can commit the changes?

    I can easily set one up with your permission, these plugins are really important and it would be awesome to have all the community contributions!

  • Problem Description

    Construct has an issue with Post Script naming convention, required by Ejecta

    Attach a Capx

    Not Applicable

    Description of Capx

    Not Applicable

    Steps to Reproduce Bug

    • Create a text object with font Arial
    • Export for Ejecta
    • Test on xcode

    Observed Result

    CoreText performance note: Client called CTFontCreateWithName() using name "Arial" and got font with PostScript name "ArialMT". For best performance, only use PostScript names when calling this API.

    Expected Result

    No warning in console.

    This is a minor annoyance and so far I'm just doing a search and replace BUT, in case of other fonts (I'm using "Space Age" for example) construct exports as "Space Age" while Ejecta expects "SpaceAge", in this case it's not anymore a performance issue but the font won't simply render. Again it's just a matter of doing a search and replace, but I feel like Construct should export the fonts with the correct naming convention.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • This is a fantastic news, really Ashley thank you.

    As soon as I finally publish my game I'll release a full plugin for ejecta that supports all the native functions (ads/game center).

    Meanwhile thank you, I dreamed about getting memory management in Ejecta.

  • Ashley, I'm very very happy to hear about this, just to be clear, this makes my exporter thingie (https://www.scirra.com/tutorials/627/ho ... ith-ejecta) useless? As in it works out of the box?

  • felixsg yes I'll share, I'm about to submit the game, when that's done I'll update the plugin.

  • It's a step in the right direction and for the purposes of Construct this paired with phonegap will be better than the DOMless solutions we have now. I for one am very excited about this..

  • I can't add more than this link:

    developers.google.com/chrome/mobile/docs/webview/overview

    We are getting chrome based webview in android 4.4!

  • Thanks, just tried and works like a charme

  • I post here because it looks like the best place to do it.

    As some of you might know I'm taking care of the unofficial Ejecta exporter. I've been able to create a 100% working webGL canvas (including effects) but I have a giant issue that I don't have any idea how to fix.

    I really hope someone or Ashley (even if I know your stance about DOMLess) can point me to the right direction.

    Basically in webGL the canvas is not rendered with retina (please read here: github.com/phoboslab/Ejecta/issues/243) for this reason there is the need to do it manually like so:

        canvas.width = window.innerWidth * window.devicePixelRatio;

        canvas.height = window.innerHeight * window.devicePixelRatio;

        canvas.style.width = window.innerWidth;

        canvas.style.height = window.innerHeight;

    The issue is with touches, window.innerWidth * window.devicePixelRatio effectively doubles the canvas, if you don't set canvas.style.width construct renders a giant canvas, so on screen you see just a quarter, this is expected, the issue is with touches, even setting the style c2 still reads touches from the giant canvas, resulting in an unusable app.

    How can I hack this behaviour? Has anyone has any ideas?

    Thanks

  • I'm pretty sure a Chromium-based wrapper will turn up soon (if not, we'll make our own). That will provide far better support than either Ejecta or CocoonJS.

    As much as I hope that would be a miracle. Apple has extremely strict rules about what goes to the market, to the point that Chrome on iOS is just a UIWebView, nothing more. What really surprises me is that nothing of the sort exists on Android. For anyone interested in looking into it take a look here code.google.com/p/chromiumembedded

0plus1's avatar

0plus1

Member since 29 Dec, 2010

None one is following 0plus1 yet!

Connect with 0plus1

Trophy Case

  • 13-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Coach One of your tutorials has over 1,000 readers
  • RTFM Read the fabulous manual
  • Email Verified

Progress

18/44
How to earn trophies