0plus1's Recent Forum Activity

  • 1) 10fps what? Of increase? It's the same as phonegap?

    2) I'm not talking about the apple account, as I already have one, I'm talking about the appmobi one, as far as I know there is no way to test on the iphone without having an account with them or am I missing something here?

    4) Can you share the plugin? <img src="smileys/smiley9.gif" border="0" align="middle" />

  • I almost finished a game that with painful optimization get more than 20fps on an iphone4 with ios5. I would really like to be the first to publish a construct2 game on the appstore, and I think that it would be an amazing advertisment for construct2 but I'm really on the edge performance wise and I would like to add some nice graphical effects, for this reason I would like to get appmobi running but I don't understand a few issues.

    1) Reading the forums, it looks like at the current state appmobi offers a boost in performance, at the same time Ashley said that currently construct2 doesn't support directCanvas something doesn't add up then.. can someone clarify? The way I knew this is that phonegap and appmobi are the same apart from directcanvas. I would like the direct experience of someone who played with it and has an appmobi licence.

    2) How do you test on appmobi, I planned on making a plugin, but testing means, "compiling" in construct2, loading the project on appmobi sdk then testing on the iphone, it's a little time consuming? Especially considering that there is no real way to try before buying and shelling out 99$ for something that it may not work is not my cup of tea.

    3) Ashley am I allowed with an indie licence to modify the js code that construct produces, I played with it without minifing it and other than being a little complex to figure out, It may be a nice solution for appmobi for integrating its functionality without the need for plugins.

    4) What exactly is construct2 reading with accelerationXwithG? Is this property consistent across device with accelerometers?

    Thank you very much

  • Don't worry you've been very helpful. This guide: scirra.com/manual/119/touch where I got the information isn't very clear, as soon as I tested better I'll do a tutorial on the accelerometer.

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  • This is a tricky thing I think, I already thought about possible solutions but they are not elegant and more than everything I would like the opinion of the community.

    Think bejeweled popcap.com/games/bejeweled2/online you click on a gem, then on another adjacent one and they swap,there may be two adjacent ones, three, four or none.

    (X gem , O empty)

    X X O X

    X O O O

    O X X O

    What I would like is for the user to able to click on only one "gem" and the system will need to select the nearest one on an horizontal line (not vertical) and swap these two on the x axis.

    I thought about storing the x position of the object inside an instance variable, then trying to move it on the axis checking for collision, it those happens swap the x of the two objects.

    How would you do this?

    Thank you very much

  • I don't understand how the device Acceleration works, I tried to add an event:

    Is Device Motion Supported.

    then set the text of an object to accelerationX & " " & accelerationY

    But it says that it's an unknown expression :-(

    I need to get if the device is being shaken and from what side, how can I make it.

  • I don't think js is going anywhere:

    blog.chromium.org/2012/02/future-of-javascript-take-peek-today.html

    (http://wiki.ecmascript.org/doku.php?id=harmony:proposals)

  • My question was this:

    I still want them to push each other when in collision and I know about push, but what is better performance wise, to have the action on every thick (which is extremely convenient) or programming each collision by themself?

    tl:dr; Better to check for collisions then push, or push every thick?

  • bump?

  • Ashley about the .exe it's not just about installing is about a professional image, a browser game (as complex as it may be) will always be regarded as a cute toy, not a full fledged games, also exe exporting opens the door to desura, steam and all the big boy distribution platforms.

  • Thanks for the reply Ashley, yes the game renders in webGL, in the end it was the physics that were creating problems, I currently can get around 60fps with almost a thousand objects on screen, but my computer is a beast.

    My iPhone is still ios4 because if I'll be able to get it to run on my iPhone it's fair to say that it'll run better on ios5, I know that it lacks in performance, but I don't think it's a good idea to target only ios5 (although possible).

    The minified scripts can be reverse engineered (http://jsbeautifier.org/) but I agree that can be said also for flash.

    I understand what you are saying about html5 and while I don't agree I respect you belief in it, the problem is that currently the "hot" trend in games are mobile apps and without proper support you risk losing a big market share to inferior products.

    I mantain that construct2 is the best game maker ever made and I'll never stop using it (if ever only for prototyping), the day I'll be able to publish game on the app store with it I'll be the happiest man.

  • I switched from physics to custom behaviour as they where slowing down my game with no real benefit.

    I still want them to push each other when in collision and I know about push, but what is better performance wise, to have the action on every thick (which is extremely convenient) or programming each collision by themself?

    Also it behaves strangely the push, is there any way to have something similar to the physics interactions?

    Thanks

  • lucid Currently I work as a web developer (not designer) and I've been doing it for 6 years now. When html5 and css3 were announced I was excited, I made tons of proof of concepts, but after a while the reality started to sink in: it was internet explorer 6 all over again. Too many discrepancy between browsers (which still remain now, just take a look at the changelog of construct and how many bug fixes specifically to a platform are there). Also html5 is not a standard yet (http://en.wikipedia.org/wiki/HTML5#Standardization_process) and the more time passes, the more the situation worries me. I think that html5 is perfect for video (vimeo) and audio (grooveshark) and to some extent some interesting web interfaces (which will be limited like the fancy flash one are) but games? Mmmh I'm not so sure.

    Even (and it is a big even) if we'll be able to get a stable platform (performance and compatibility wise) which I doubt as javascript is interpreted and thus inherently slow, the assets problem still remains.

    You invested time and money to develop a game, you hired a musician and an artist to make your music and graphics, do you really want someone to steal your assets?

    Again I don't want to offend anyone, I'm just stating my opinions because as I said believe in construct and I really really want it to succeed.

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0plus1

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