GamerGon's Recent Forum Activity

  • Iphone & IPAD have different aspect ratio, so the same layout size won't work the same on both devices. That's why Ashley recomends to make your background a little larger to fit both.

    On the other hand, the same layout size does work for the SAME device (any version) because they have different resolutions but same aspect ratio and Construct can scale up or down perfectly.

    Finally, it's easy.

    All you have to do is a example project, with just a background, then export it to appMobi and see their ipad/iphone web emulator.

  • BrianOD It's ok, I'm just learning some things too, specially about Construct 2 -> appMobi -> IPADs. That's why I thought it could help you :)

  • One thing to add.

    Don't even think of using a 8000x8000 px sprite as a background or anything. Do you think "The Legend of Zelda" (NES or SNES versiones) has a 8000x8000px background to represent the whole map? The map is subdivided in N backgrounds to represent the whole thing and the game loads the current piece (background) of the map on demand (something like that).

    First. If you want that, you have to subdivide your 8000x8000px background in multiple little pieces.

    Second. IPAD or Iphone (any version) doesn't support that size for textures (4096x4096px for IPAD 3 & Iphone 4S and 2048x2048px for IPAD 1, 2 & all other iphone versions).

    Third. A 8000x8000px image turns to be a 244mb image on VRAM (killing any device with 256mb shared memory and maybe 512mb shared memory devices too because we are not taking in account the SO, other apps and of course your game).

  • Thank you ASHLEY. XML parsing is a must.

  • ... it worked without Direct Canvas :(

  • baterism ummm... I don't have any problems with about 100 objects always on screen :)

  • Hi guys! It's me again :P

    I manage to find the cause of a huge problem on my project. I had to debug by test/error for like 6 hours exporting every test to appMobi until found out what my problem was.

    I can't understand why this:

    <img src="http://dl.dropbox.com/u/10318013/xmlipad.png" border="0">

    Doesn't work on IPAD (1 & 2) with appMobi export and crases the game (the "XML Parsed" and any event you put after that won't work).

    Works PERFECT on "Run Layout", HTML 5 export and appMobi IPAD emulator.

    Here is the minifiead cap file.

    http://dl.dropbox.com/u/10318013/xmltest.capx

    Am I doing something wrong?

    Please help!

    :(

    Thank you guys.

    (Construct 2 r103 BTW, but I don't think it is a C2 bug)

  • baterism all my backgrounds where 1536x2048 (IPAD 3) in the past. Now all of them are at maximum 768x1024 px and it doesn't crash on IPAD 1 neither IPAD 2. Now I don't use sprites with bigger resolution than that :)

    Good luck!

  • Ashley but my target is IPAD 2, and it has 512 mb shared memory.

  • Thank you guys.

    Pretty clear about sound files.

    Ashley I know that the support for non-power-of-two exists. The thing is to optimize RAM in power-of-two images, am I wrong? This is a big concern for my project because part of the gameplay is based on different backgrounds. Every level has its own background and it has to be that way due to gameplay.

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  • Ummm... ok.

    So sad though.

    Thank you ASHLEY.

  • I don't know if this is C2 or appMobi bug. Anyway, here it goes:

    This doesn't work on IPAD (tried on IPAD 1 & IPAD 2) appMobi export:

    <img src="http://dl.dropbox.com/u/10318013/soundproblem.png" border="0" />

    The second sound doesn't play never ever.

    The cap file:

    dl.dropbox.com/u/10318013/soundbug.capx

    It works on the IPAD emulator by the way, but not IN the Ipads.

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