naelian's Recent Forum Activity

  • Well it's probably true ... i can verify that in few hours ;-p ... but a chrome without the chrome engine is just a "chrome theme on ios" for me ... not really interesting ...

    Sorry for my datas... the real ios 5.1.1 score on a Iphone 4 is

    "324"(and 9 bonus points) as Joannesalfa say ...

    Thanks Joannesalfa !

  • (source "html5test" , http://html5test.com)

    On ios 5.1.1 with a Iphone 4 :

    The actual dolphin version score

       "339" (and 9 bonus points)

    So i think it was still using the safari "core" to work because safari have exactly the same score !

    The new "dolphin beta engine" is a apk for Android so it will be cool to have this same engine for ios !!! ... but now i wait for "Chrome on ios" to do further tests !

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  • Joannesalfa

    If i translate correctly the news ...

    GOOGLE CHROME FOR IOS WILL BE ON APP STORE ... TODAY !

    Yes, seems in some hours everyone can use Google Chrome on ios devices.

    So dolphin was a good product now ... the last version for iphone has no more gesture bugs so it became a free big/good browser on ios. But the giant Chrome comes ! ... it's really good to have now 2 major browser on ios device ! ... need to test it ASAP !

  • Yes zsangerous it's probably the better way to do that it's true ;-p

  • So i've exactly the same issues and the same settings with my Compan360 project which is not working at all with directcanvas ... this project use 2 kinds of objects ... TiledBackground and Text ;-p

  • using " = " is good so it's not the problem

    Are these 2 string global variables ? if not can you share a .capx ?

  • Yes delgado it's really hard to do good job

    I spend 2 hours making some tests after having the same problems using a previous release ...

    The copperlicht plugin don't like "minifying the code" when exporting the project -> black screen, don't like using the new loader mode with or without progress % text / logo / progress bar -> black screen ... There is also some graphics bugs sometimes if not cleaning the background using the correct project property ... and now new unknown problems ;-( ...

    Perhaps it's not a C2 problem this time ... i change my java version and   seems also something change on dropbox ... it's really difficult to find a way to make this plugin work now ;-(

  • If i understand well your score "seems" not move so going down when moving up and so on ...

    If the score must stay in then top left corner of the screen you could use a special behaviour for this score text object call "anchor". Using this feature the text can "stick" to the top left corner of the window. You must also look and perhaps change the new object properties after adding this anchor behaviour to give more details how you want to anchor this score object in your game.

    If you have a player sprite always centered on your screen you could also use a "pin" behavior to keep always the same X/Y distance between this sprite and your text. If you don't have a player object centered on the screen just create a invisible object for doing the same job !

    In my Compan360 arcade project (see below) the top-left map , comments and comments background are "PIN" to a invisible object always centered on the screen ... this invisible centered object is also used to do the "scroll" job using the auto-scroll behaviour feature.

  • Sure it's a very frustrating situation for some people, stable release have some problems and beta too ... so unlucky people have always problems but Scirra team are courageous to give us so many updates in few days ... every week new features can be tested so it's a amazing work !

    Seems also they know well when it's more wisely to wait and they choose not releasing the ".exe" export feature in R96. I'm sure the next release will come soon and solve this problems because they are always working hard to give us asap the best.

  • ok, ios device have only safari as well known browser on it ... perhaps a chrome version in future but actually i use safari and also the last dolphin browser on iphone (no gesture bugs !) with a fake fullscreen mode removing adress bar without having to use the "homescreen" feature.

    But yes on your desktop pc you can have a real fullscreen mode with a C2 project ... just remove or invert the test on your project enabling fullscreen "for mobile only" and use chrome or firefox browser. Sorry if my previous post is not clear, i'm french so it's pretty hard for me sometimes to use the good words ;-p

    Will your project use all the "height" size of the ipad screen ? if so the problem is just because you are using "Ipod touch/Iphone 3" layout/window size instead of Ipad screen size. It's also important to know your ios version because last 5.1.1 ios and safari are better.

  • Is your ios mobile device using firefox or Chrome ? -> no only safari ... so your event putting your game in real fullscreen mode can't never work ... not working on a pc using chrome or firefox because of your "Is on mobile device" test .... and not working on ios because safari don't support this "Browser request fullscreen" feature.

    Your screen/layout size is good for a Iphone 3 ... Ipad use bigger screen or perhaps you are speaking about Ipod touch and not Ipad ?, i will try to do some tests on iphone 4, sorry i have only that ;-p

    Ok i think you are speaking about Ipod Touch ;-p ... the problem is that html5 games use safari ... on the only way to have some good display without too many "bars" is to put your game as a "homescreen" application and then launch your game directly touching the new game icon and not launching it using safari. Using this mode the adress bar is not display but the status bar will remain on the screen ! ... and there is no way to remove it... so you will never have a true 480 px height display but a smaller one and this is why you have some problems because if your game height is resize from 480 to a smaller size, the width is resize in the same way never filling the screen.

  • Ok fullscreen mode is use in C2 code ! but he can't work on ios ;-p ... so just change the project property as i say before.

    For ios i think you will have some problems using "on touch start" to move the kart ... so do this :

    Give the "touch" object the property "use mouse input" to "yes" so you can test the "touch" behaviour using a mouse on a pc too and you don't need using the "mouse" object anymore in this project !

    And more important, use "touch : is in touch" event instead of "touch : on touch start" it will works better because keeping finger on the screen only trigger this event on the first tick if not doing that. So if using the mouse input mode in the touch object i will be the same and keeping finger on the mouse button will only move the kart on the first tick.

    ENjoy !

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naelian

Member since 21 Apr, 2012

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