Knifegrinder's Recent Forum Activity

  • I tried both versions.

    Maybe I have too many images, my JS has inflated to 15 Mb.

  • beufreecasse

    Black screen me too, on Lumia 520.

    BTW, I found an empirical and extremely unelegant way to implement accelerometer input on Windows Phone 8. I'll try to refine the code a bit and get the workaround posted here.

  • Hi Blinx123...

    I switched from appmobi to cocoonjs for iOs and Android and i'm using a slightly modded windows phone 8 template (html5 on wp8 is nearly native).

    I'd like to release Clyde on other minor platforms (BB10, TizenOs and maybe also WebOS) but I'm developing this game all by myself (code, gfx, music, sfx... everything, and this is my spare time hobby) so I don't have enough resources to afford every mobile device out there.

    But if Clyde will make decent sales I'll be happy to port it to other mobile platforms.

  • Hi all,

    Clyde is slowly approaching its final development phase, so it's time to start an official topic.

    [TUBE]ZSAdCK54DA4[/TUBE]

    Clyde is a retro style platform game heavily inspired by Sega classics like sonic and wonderboy.

    It features 5 worlds, 35 levels, two gameplay modes, and a lot of power ups and secrets.

    I plan to release this game on all mobile platforms (iOS, Android and Windows Phone 8) before the end of Q3 2013.

    Stay tuned for more info!!! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • And the native language code for apps on Tizen OS is.... HTML5! (with WebGL support!!!). Soon we'll have another place to deploy our games.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Thanks Ashley, an experimental flag would be a great thing.

    A picture is worth a thousand words.

    The upper phone is a Samsung Galaxy S Advance (or Galaxy SII lite, or Galaxy SIII mini, it's the same hardware)

    The lower phone is an old Samsung Galaxy ACE.

    <img src="https://dl.dropbox.com/u/56274174/cjsperf.jpg" border="0" />

  • Thanks for the clear explanation... This makes sense, I'll try to force redraw of flickering elements every two ticks and see if this helps.

  • On the condition "on P pressed" add an action "Move to layer 4" for every object you need on top.

    I don't know why restaring the main layout happens this (Honestly, I didn't take a look to the rest of your event sheets) but with those actions it works.

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  • 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.

    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...

  • Sounds good news, would you explain about minor visual glitches?

    I have some problems with large black tiledbackgrouds used as faders, when you exit a layout they seem to disappear just a few frames before the rest of layout breaking the fading out effect. Anyway this is really a minor issue since this is not happening with stretched sprites.

  • This is an empirical way to activate screencanvas. As C2 doesn't offically supports it, this may lead to unexpected results... Anyway if you want to try, follow these steps.

    Export to cocoonjs without minifying your script.

    Open in your zip folder the file C2runtime.js

    Find the following snippet of code:

    window["createCocoonJSRuntime"] = function ()

    {

              window["c2cocoonjs"] = true;

              var Canvas = document.createElement("canvas");

              document.body.appendChild(canvas);

              canvas.width = window.innerWidth;

              canvas.height = window.innerHeight;

              var rt = new Runtime(Canvas);

              window["c2runtime"] = rt;

              window.addEventListener("orientationchange", function () {

                  ?window["c2runtime"]["setSize"](window.innerWidth, window.innerHeight);

              });

              return rt;

         };

    Delete it and replace with this

    window["createCocoonJSRuntime"] = function ()

         {

              window["c2cocoonjs"] = true;

              var screenCanvas = document.createElement("screencanvas");

              var rt = new Runtime(screenCanvas);

              window["c2runtime"] = rt;

              window.addEventListener("orientationchange", function () {

                  ?window["c2runtime"]["setSize"](window.innerWidth, window.innerHeight);

              });

              return rt;

         };

    edited><editID>Knifegrinder</editID><editDate>2013-01-04 01:53:51</editDate></edited>

  • Just tried it on a Samsung Galaxy Tab 7. Again 60FPS... I'm really impressed (despite inverted accelerometer controls on android honeycomb, but I think ludei is aware of it)

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Knifegrinder

Member since 1 May, 2012

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