Wink's Recent Forum Activity

  • Can any tablet run my cacoon JS?

    No, the CocoonJS launcher requires Android 2.2 and up. Also your tablet must either have the Google Play store app installed or be capable of installing, and running it. Some Android tablets are not capable of either. Especially the cheaper ones.

    I saw some tablets on ebay for like 50-60 bucks, will that be enough as a developer to build, sell, and play games on?

    I seriously doubt it. The truth is you get what you pay for, and even if a $50 or $60 tablet could run, build, and play html5 games wrapped in CocoonJS the performance would be very disappointing.

    If your looking for a tablet to build, sell, and play on you will probably have to spend at least $200. You should first research all the Android tablets, and ask all the Android developers that have games for sale on the Google Play store what they use and recommend.

    If your looking for a deal I wold recommend the 16 GB Nexus 7. It has a NVIDIA(R) Tegra(R) 3 quad-core processor, Android Jelly Bean OS, and Google Chrome is it's default browser all for only $200. I got one as a Christmas present this year, and this thing was built for people like us <img src="smileys/smiley4.gif" border="0" align="middle">

  • Joannesalfa I think I got R0J0hound's example modified for you.

    I was in a hurry so I didn't comment what I all changed but if you compare R0J0hound's, and mine side by side you should be able to see what I did. I had to add a couple new instance variables, And I left all of R0J0hound's original code there. I just disabled what I didn't need.

    I also couldn't get his highlight effect to work. To get it working it has something to do with setting the sprite_inst to the sprite height. I commented were I was having problems with it in the code. You could probably just delete his highlighter, and make your own by setting the highlighter image visible on object clicked or something like that if you cant get his to work.

    Anyway, I hope this helps:

    Scroll Sprites

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  • Only 6FPS? What's your app native resolution? I noticed that in old devices when you use a resolution that is more than half of the GL_MAX_TEXTURE_SIZE parameter (2048 for Galaxy S) there's a huge framedrop.

    It might be a coincidence because I don't know how CocoonJS works behind the scenes, and I really don't know how OpenGl works on mobile (neither on desktops <img src="smileys/smiley4.gif" border="0" align="middle" /> ), but try to lower your resolution and make sure that your textures size are equal or less than 1024px, this maked a huge difference for me with older devices.

    Anyway, welcome to the android fragmentation hell...

    Thanks for the tips, and suggestions Knifegrinder.

    I originally built this game for Windows 8 with a 1368 x 768 resolution. I optimized it as much as I possibly could. But to keep it graphically pleasing, and still have all the necessary game mechanics I will just have to forget about all the 1 to 2 year old devices out there. It runs great as a windows 8 app, and on my Nexus 7 but older smaller smart phones nope.

    That's ok though I have a bunch of smaller resolution prototype games I built last year that are now running between 50, and 60 fps. I'm going to dust them off, improve there graphics, wrap them up in CocoonJS, and get back into the mobile market <img src="smileys/smiley1.gif" border="0" align="middle" /> Especially now that Iv been seeing a lot of nice quality Android games coming out of our community lately.

  • mcdan if your using Windows 7 yet you could try this:

    http://www.scirra.com/forum/help-construct-2-froze-capx-broken-now_topic49305_post310225.html?KW=Previous+Versions#310225

    But if your using Windows 8, and don't have File History set up this probably won't work. But if you do here is some info on how restore your files to a previous version when it was last working:

    Windows 8 ? File History Feature replaces ?Previous Versions? and Backup and Restore

    How to Use the New File History Feature in Windows 8

  • I think I made those games with an earlier version of Construct 2. on(scale mode) has been changed to just Scale. So set it to Scale, and it will do the same thing as on(scale mode) did.

    Like this:

    <img src="http://i50.tinypic.com/349dxc2.png" border="0" />

    Edit:

    I almost forgot to mention you also might have to set the Parallax to 0 in the Layer properties window when Unbound scrolling is set to Yes on certain layers.

    For example I just started working on this drop type game were my layout size, and window size are exactly the same and I have endless platforms constantly moving upwards. So in order for all my sprites to show in there correct positions I had to set the Parallax to 0.

    <img src="http://i47.tinypic.com/35bcby1.png" border="0" />

  • Thanks for sharing your method with us Knifegrinder <img src="smileys/smiley1.gif" border="0" align="middle" />

    I just tested it with a endless runner platform game that I have been working on, and unfortunately with a older Samsung Galaxy S running 2.3 OS I am still getting only 6 fps. But on newer high end devises like my Nexus 7 my frame rate went up dramatically from 35 to 43 fps to a steady 61 fps. I guess with certain type games we will just have to abandon low end devises.

    I usually use a 32 x 32 px solid black sprite image as a fader, and use events and actions to get a fading effect. But I am also getting strange glitches with it like sometimes it will flicker during fading or freeze on 100% faded leaving the screen black.

    Anyways thanks again for sharing.

  • I modded a Clyde export to enable the new CocoonJS Screencanvas feature

    Knifegrinder that sounds great! Could you link us to a tutorial on how to do this, or at least share the steps needed to get it working?

  • Something like this?

    Button Example

    I made this example a while back but it should give you an idea.

  • I wouldn't stress to much about the templates. Just look at them as visual reference material for different platforms, and game mechanics.

    Personally I like to start off by creating a blank new project then if I can't remember whats all needed for a certain platform, or type of game mechanics I look through the templates, and examples for what I need.

    As far as a rule of thumb goes first consider the types of devises that you want to market, and all there different screen resolutions. Ask yourself do I want the game to fill the screen completely on all devises, or will I be happy with black crop bars showing depending on each devices resolution? I wrote a little something about this here:

    http://www.scirra.com/forum/multiscreen-cocoonjs_topic61313_post376578.html?KW=#376578

    For example I have been working on a Windows 8 game, and last week I decided I wanted to also make an Android version. As far as the code changes went all I really had to do was add the WebStorage object, and convert all my Windows8.Roaming info. This is were commenting your code well comes in handy.

    But when I tested my game It plays, and looks well on high end quad-core 7 inch, and larger devices like the Nexus 7. But on 800 x 480 resolution smartphones the player, and sprites are so small it's unplayable because I built the game at a 1368 x 768 resolution. If I would have built the game for the smallest resolution device that I wanted to market 800 x 480 it wold have worked on all resolutions. Lesson learned :)

    So I guess another good rule of thumb is to always build your game to the smallest resolution you want to market first.

  • Letterbox scale would leave two black bars either on the sides of your game, or on the top and bottom. I'm not sure if CocoonJS supports letterbox scale you might want to contact them about that.

    This is what I do, and it works well with CocoonJS.

    First in the layout properties window I set Unbound scrolling to Yes. Then I make the background size much larger than the layout size like this:

    <img src="http://i49.tinypic.com/2howj8j.jpg" border="0" />

    After that in the project settings properties window I set Fullscreen in browser to Scale mode. Here you can see how I extended the background and sprites much farther than needed past the layout size:

    <img src="http://i47.tinypic.com/muii55.jpg" border="0" />

    This ensures that it will fill the screen completely no matter what resolution the device has.

    Depending on the type of game you make you might have to modify these settings differently per layout. For example if you make a platformer you will want to use the settings above for the start page, and any layout that is the same size as your Window size. This will keep everything centered on your devises screen.

    But for your platformer levels, layouts which are usually quite long you will want to set Unbound scrolling to NO. This will keep your platformers level starting area tight up against the left side of your devises screen filling it completely, keeping it looking nice and professional.

    Like this:

    <img src="http://i50.tinypic.com/2db89le.png" border="0" />

    I also use to find this very frustrating but after you get it working your next game will become easier to do.

    This might not be a so called "real method" but it works.

    I hope this helps

  • Well there is this method:

    Multiple resolutions - solid example.capx

    But to be honest I haven't had much luck with it other than just the background. And if you already have a completed game I think this would be quite difficult to implement into it. But if you can please share how you did it with the community, I'm sure a lot of members would like to understand this method better.

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Wink

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