Cryptwalker's Recent Forum Activity

    Here's some good info on making money from flash-based games. HTMl5 should be no different : Making Flash Games For a Living

  • Interesting thread. After reading it through, i must concur on having the EXE or APP wrapper. HTML 5 is great and all for developing playable game on any platform, granted if the browser supports it. But not entirely sure how this would benefit game developers who would want to market and distribute their games if was only in the HTML 5 format. On the Chrome App store? Or an HTML 5 game portal like Ninja Kiwi?

    Plus, the only advantage of an EXE wrapper that I can tell is that you can submit to steam, as SullyTheStrange pointed out. I am not aware of any advantages, only the disadvantages of discouraging security warnings to download and play the game, and unnecessarily tieing your game to Windows. Please tell me if there are other advantages I'm not aware of! Because right now it seems the disadvantages outweigh the small advantage (I doubt many people will be publishing to steam in these early days).

    Well, not necessarily publishing just to Steam, but how about other game potential areas such as Gamehouse, Big Fish Games, Mac App Store...etc? Or perhaps even publishing and selling your own games? This wouldn't be an issue if CC and C2 were actually interchangeable, them we'd have the best of both worlds already.

    There are other dev tools out there that can do this already. The HTML5 version of GameMaker not only creates HTML 5, also an Windows executable version of your game. And the Monkey coding language can spit out HTML5, Flash, Windows, Mac, IOS, Android, and apparently XNA. And of course, there's Gamesalad. But IMHO *none of these* are preferable to C2's ease of use and rapid development.

    Anyways, i'm still excited to see where C2 will be in the future :).

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  • Ok, maybe because i actually made the purchase before I even had a forum account :).

  • I suppose i am since i purchased the standard version.

  • That's great news. For a good range of game types 40fps is more than enough. It's getting there :)

    Yep, trying to target at around 30fps is perfect enough for gaming :). Anything slower maybe slightly noticeable but still playable.

    Just for kicks, tested it on my sister's Motorola Atrix running Android Gingerbread 2.3 which yield around 13-17fps.

    So yes, IOS 5 is definitely the right step in making HTML 5 games a great gaming platform :).

  • Wait a minute..we're suppose to get badges??

  • Ok some new updates. I even got to play around with it on the iPhone 4s:

    * iPhone 4 (with IOS 5) : 30-35fps! Quite a huge jump considering it was barely playable before the upgrade (at around 7fps).

    * iPhone 4s : 40-44fps, similar to the iPad 2 results.

  • Alright just got it installed on my iPad 2. Testing out my little platformer game :

    * Before the upgrade, i was getting roughly 15-17fps. Still impressively playable considering its an HTML5 action based game running on a mobile device.

    * After IOS 5 upgrade, i'm getting 40-44fps! This is now very playable and almost like playing on a browser off your PC or Macbook :)!

    I still have yet to try this on my iPhone 4. I was getting roughly 5-7fps off of it, yet strangely playable. Gonna post more results soon.

  • Here's another one, haven't tried it yet though : Youwave

  • I'm downloading now. Will report after some testing..

  • Is there anyway in C2 to set the screen orientation to landscape so that we can have the game run in landscape mode on IOS rather than portrait?

  • Sorry, i mean the actual Construct project file that was at the beginning of the thread.

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Cryptwalker

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