Aphrodite's Recent Forum Activity

  • I would add: do not limit yourself to a single platform, and if you do use some features related to one particular platform, try to isolate them so you can edit them, and change them if you ever need to port your game to another platform (for exemple: a function that will do something different depending on the features supported, so you can enhance it for some platform, while having a simple fallback that works everywhere when needed).

  • This is quite worrying for HTML5 developers. So Google throws a spanner in the works anytime, and thousands of games have to be updated / recompiled to work? I have the latest Chrome, Firefox and Opera and most of the fun games i liked simply FREEZE in moments upon playing. My graphics card is not that recent - about 2 years old - but the machine is only 8 months old. Ashley is a genius and deserves a Knighthood for such a great HTML5 engine, but i bet he's sweating a little if Google can do this with impunity to game devs.

    I have still to decide yet whether to buy C2 which is awesome.

    A worried Bunny is not amused

    You may want to ask devs if they tried to use beta features in stable versions of their games, AFAIK, Scirra included a beta implementation of the web audio API, which ended up breaking years later (the infamous said "chrome bug", that was actually fixed before it happened since they changed the way it was handled before releasing it)

    Morale: Never use beta or prefixed features when you do a product that is meant to do stable and long term applications.

  • I get javascript error when using the plugin.

    copied the folder to the plugins folder

    restart construct 2

    add object to object explorer

    add object to layout

    add event

    Run > js error

    I think the "Load from URL"action from the sprite object will work the same way

  • I would suggest that you save this kind of info when arriving on the page if possible, as for webstorage vs node-webkit filesave, both would work, but the noide webkit will have a visible file, while the webstorage will be more transparent.

  • 1/C2 will scale the project to the viewport resolution by default, to keep the assets quality lower, you will need to set the window size to an height of 360 AND change the project propriety "Fullscreen Scaling" to low quality

    https://www.scirra.com/manual/66/projects

    2/all the mobile phones out there have a different aspect ratio, that means that you canot have one size fits all without dynamically designing some parts (basically, placing some elements accordingly to the positions of the borders of the screen for exemple, with a scale inner or scale outer fullscreen), there are a good chunck of infos on the forums you can gather, even though I prefer 4:3 myself, 16:9 is probably easier to use as a base for a mobile game.

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  • Lots of good information. It is looking like CJS might be the way to go then.

    More devices and similar performance as the other options is what I am reading.

    Does cjs support iAds?

    If not, no big deal I suppose.

    Is construct 2 using the latest CJS plugin? It do I need to do something to get things working?

    You have to install the latest version of the plugin yourself, the signature of ludei should have the informations you need to know in case of issues. See here.

  • Never tried them, sorry, I think a touchscreen under windows would work, but a multi-touch touchpad is something I never heard off myself, I always though a basic laptop touchpad was a mouse-simulated device (which it is), but maybe there are others that correspond to a touchscreen behind the scenes. So I have no idea, I prefer to have a tablet or a mobile to test personnally.

  • Well, there's the argument that pirates who steal your game from torrents or wherever are NOT going to be buying it regardless so they did not cause any monetary loss. There may even be a positive as it spreads and some of them end up buying it either due to being alerted by their friends (hey, check out this awesome game!) or guilt/appreciation.

    But on mobiles where your app position and visibility is highly dependent on number of downloads, reviews, ratings & +1, its detrimental for your game to be pirated from torrents. It's best therefore, to make your game free (!) so they have no need or desire to pirate it from other sites, but directly download from Google Play. Maybe they even leave you a review or rating or even +1! These "pirates" have actually contributed!

    So there's definitely pros & cons, but on mobiles, it's nearly always bad to have your game pirated.

    If you cannot sell your game because of piracy, then it is bad, giving it for free is not a solution for everyone (and advertisements are not a solution for everyone, so that cannot be done too), it shows that said market is not ready to have customers, only users, which is not reassuring.

  • due to the lack of organisation basics in the event system of fusion, I would say it would be far more useful to redo it in C2 rather than having an importer, however, objects and layout could be imported in theory, I think GM rooms can be imported into C2 for exemple.

    but not worth the time of Scirra, but a third party dev may do a converter?

  • Well, I think to sign your apps for iOS, you will need to run an exectuable file that only exists for macOS, which implies having a Mac, other will know beeter than I, as I dont publish to any store.

    Also, I think there are some conditions, alike The ones regarding the ol' days of nintendo seal of quality, but I may be wrong.

  • The reason MS skipped Windows 9 is because some computer programs, when trying to figure out the capabilities, reads your computer's OS, and when the string comes to the program, if it equals "Windows 9" then the program assumes that the OS is either Windows 95 or 98, then assumes that your computer is really old, and won't install.

    really? geez, imagine the user agent stupidity coming to the OS names because of hacky design os sniffing.

  • Tylermon , thank you for your advice!

    > You should be able to. It would make sense at least. Mouse clicks also work as touch.

    >

    Are you sure about that? I think the opposite is true, meaning that the touch object by default registers one finger touches as left mouse clicks. I don't have any experience with tablets or smartphones and just yesterday I was trying to show to a friend of mine a test I'd made and I realized that the mouse input I had implemented didn't work at all in his smartphone.

    The touch monitor is a good idea, however I have 3 monitors and they are causing enough trouble already with the jerkiness, like we've discussed on the other topic

    I am looking for cheap and easy solution to do more of "universal" interface tests, until I have the resources to buy a descent tablet and/or a smartphone...

    The mouse and touch are two different inputs, you can have the touch object also trigger mouse clicks within C2's options, but it is more a shortcut rather than an obligation, some interfaces are done to work with both, but they do not trigger like the same input behind the scene.

    Also the stock browser of android (I think 4.4 corrected that) is, from my knowledge, the only one to mix up touch and mouse (a click counts also as a touch, and vice versa), it is an annoyance for when you do support for both inputs type, which is why I would suggest ignoring it if you ever go with android for testing.

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Aphrodite

Member since 20 Dec, 2011

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