Epox's Recent Forum Activity

  • simwhi The "Don't forget to change the phonegap.js to cordova-1.x.x.js" is the superb assitance. This is what I would never find myself...

    Ashley I will be the happiest people if can use the PG Build, but it's uploadable zip file limit is 10Mb, what is very small for a multimedia rich game... <img src="smileys/smiley19.gif" border="0" align="middle" /> <img src="smileys/smiley17.gif" border="0" align="middle" />

  • I have exactly the same problem with Fullscreen(scale mode) in R91.

    Went trought all my 20+ prev. versions of my capx files, all made the same error when tested/exported in R91.

  • Dear simwhi and GenkiGenga!

    Thanks for your kind feedback! I also got a PM feedback about it, so I've changed it to "on".

    I've also changed some words in the text inside the game...

  • Thank you GenkiGenga!

    Of course we are open any little polishing in the game... we are in HTML5 and its wondeful, that we can make changes easily after the initial publish.

    1. We are non native english speakers, only one friend who's academic in english did the proofreading of the 1st story and the game's text. The original text used to use the "who's knocking on the door"... so I need to ask you if you are sure this is the correct?! <img src="smileys/smiley1.gif" border="0" align="middle" />

    3. I used to use the Alpine Crocodile prefix to push the "brand", but the title is very-very long this way, and the users can not see what it is at first look. Maybe I can change it to "Whos knocking on the door? - Alpine Crocodile".

  • simwhi thanks, waiting for all people's feedback... :)

    dformer I see what you are talking about, and thank oyu for this feedback%

    The website have only 2 stories and one game as content now. We plan to make it colorful by it's content's thumbnail images - what are all clickable - instead of make a colorful template, that catches the attention of the visitors.

    By this decision we have a risk: the website will not be colorful enough till we do not have enough content.

    Altrought there is a chance that you will right, and we may modify the plan.

    I have some minor modifications on my list, like water waves before the menu, some smart usage of sidebar to x-advertise other contetns, etc.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Ok, Ashley I'll try to start from the max resolution, and scale the images down.

    Yes, jbadams I also thought about that, and found the Configurations dialog in C2... I hope that this will be what you are talking about:

    http://www.scirra.com/manual/50/add-configuration?utm_source=Add_Configuration_Dialog&utm_medium=SoftwareLink&utm_campaign=SoftwareHelpLink

  • Thank you sqiddster! :)

    Well, as I would like to target mobile platforms, and I predict 50%+ of users in mobile, the simply increase of image sizes could drastically decrease the performance.

    Since the topic open I found a theoretical solution:

    ---------------------------------------------------

    • add HQ image versions to sprites as a serarated "HQ" animation
    • on start of layout check the window size
    • if it larger than the original go trought all image sprites, and set them active animation from Default to HQ
    • if it is smaller or equal to the original do nothing

    I can imagine an LQ version of images too for small mobiles with 480x320px screen.

    I'm sure, that someone here have experiance in what size could be used as the default.

    An another question is that what could be the HQ resolution? Do I need to make images for an 1920x1080 or 2560x1600 screen?

    Another solution

    -------------------------

    As an example I found that non-C2 tutorial, where the developer started from 1024x768 and targeted 480x320 to 1280x800px.

    The logic behind this is:

    Have a Container, what is a Fullscreen and the default size is 1024x768, and have a Vignette Area inside it what is 768 ? 512 in default.

    1. At 1024x768 the default layout shown.

    2. Screen Height < 512: The Vignette Area is scaled to have 100% of Screen Height, and depending of the ScreenWidth the Container is invisible or visible only in the left and right.

    2. Screen Height > 768: The Vignette Area keeps it's original size, but the Container is more visible, it has more space to fill.

    This tutorial is 1 year old, and its a long time in App/HTML5... so I'm not shure that its actual now.

    Start from small or large?

    ---------------------------

    I used to learn in fluid website layout developement, that we can start from small screen size and if the screen is larger enhance the layout and can start from the biggest and if the screen is smaller de-enhance the layout.

    As ranma wrote in the mobile performance tutorial "AVOID sprite resizing and rotation". According to this the perfect way could be to:

    • Default screen size is 480x320
    • Have prepared image sizes for all sizes: 800x480, 1024x768... 1920x1080.
    • Dimanically load/set the image version according to size.

    Do you have any tested solution/logic to this?

  • Dear Community!

    I've read the official tutorial about multi screen size:http://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes/page-1

    I use the 'Fullscreen in browser' - 'On (scale mode)' and have great results in the targeted 320x240 to 640x480 sizes. Additionally my game's layout is great in desktops too: in 1024x768 to 1920x1080.

    My only problem with larger screens that in full screen it have big pixels - cause of the upscaling. To solve that I may use larger picture files, and resize my game's default screen size something popular size.

    I collected all the possible screen sizes:

    ------------------------------------------

    Anroid LQ: 320x240

    iPhone 3, Android small: 480x320

    Android normal: 800x480, 854x480

    iPhone 4, Anroid EHD: 960x640

    Android 7":1024x600

    iPad 2: 1024x768

    Android 10": 1280x720, 1280x800

    Android 10" HD: 1536x1152, 1920x1152, 1920x1200

    iPad 3, HD Android tablets: 2048x1536, 2560x1536, 2560x1600

    Scirra Arcade: 800x Unlimited (but no fullscreen)

    Chrome Webstore: all destops from 800x600 to 1920x1080

    ------------------------------------------

    I would like to ask for your help in find a good way to support all (or at least 480x320 to 1920x1080) screens and:

    • solve the big pixel problem in 1920x1080
    • avoid too much performance decrease in mobiles
    • have only one source to develope

    Do you have any experience in it, or have a tested solution?

  • Thanks Geo! You are right, I'll focus on special areas, but a preview mode could be great in SA in the future.

    Fixed links:

    Chrome: Who's knocking the door? memory game

    Scirra Arcade: Who's knocking the door? memory game

  • Hello Geo and Ugotsta and simwhi and

    Thank You for Your kind words, and suggestions. Finally we published our game into our Tales4fun.com site, and 2 days ago to the Chrome Webstore:

    Who's knocking the door? memory game

    and to the Scirra Arcade too:

    http://www.scirra.com/arcade/addicting-puzzle-games/1194/whos-knocking-the-door

    My experience:

    I our site there were only a little problem with server caching, what solved in Appache, but the fullscreen mode worked prefectly.

    In Chrome Webstore I've paied the 5USD initially fee, and got my app in online preview mode in minutes. It functioned good, but have a little problem in HighRes display: its little "pixelly". I hope that C2 will have some tools to make easy to provide normal and HD versions (by normal, and full/high resolution images at export). Additionally I've worked alot with the promo images to make for Chrome WS, but afer a day they refused the small and medium one cause of "it have too many details". I think it were cause i placed the title on the promo images (as shown in the official tutorial).

    We got 8 install here in 48 hours.

    The final experiance were with Scirra Arcade: the uploading (updating) process is easy and fast. Unfortunately I've met a bug after the accept of the game: the game were optimised for different screen sizes from 1.3 to 2.0 aspect ratio. This means that it works fine when run in fullscreen-scale mode in 1024x768px and in 800x480px too. But for some reason it do not works in SA.

    Found in the SA upload tutorial: "doesn't support fullscreen games yet", but can't find this restriction in the Upload game page.

    We have 14 plays in some hours, but got 2 star rating from 2 users... :(

    I've uploaded a smart bugfix, but dont know if this 2 stars will completly fire off the game in SA.

  • Hi mina,

    Well I used to have similar problem. And I used to solved it, but unfortunately I do not remember to the exact steps I have just got a project with Parallax 0,0 and Scale 100 in the HUD.

    I've set it to public, so You can access the adnroid pkg here to test it works or not: build.phonegap.com/apps/96558/share

    Altrought somewhere in the latest versions it started to not work in my 2.1 device, but perfectly on 2.3 devices.

  • Well, as the topic's title includes "scale=0" I would like to write an addition: I use scale=100 in my example. Used to think that I'll need scale=0, but this were a misunderstanding in my side.

    If the scale=0, I think the Fullscreen scale mode will not scale your layer, so it will have same size in 1024x768, and 480x320 too (too small in the first and too large in the second resolution).

Epox's avatar

Epox

Member since 6 Apr, 2012

None one is following Epox yet!

Connect with Epox

Trophy Case

  • 12-Year Club
  • Forum Contributor Made 100 posts in the forums
  • RTFM Read the fabulous manual
  • Email Verified

Progress

15/44
How to earn trophies