slw666's Recent Forum Activity

  • Well you can make just 1 version but you would have to stretch it to fit the screen using cocoonjs on either iPad or iPhone. That's why I chose to do 2 versions.

    Everything went really smoothly other than that. The support from ludei is excellent.

    The only thing I would say is that performance isn't as great as I would like on iPhone 4 and html5 is very ram hungry so it doesn't work at all on 3GS and iPad 1 unfortunately.

  • Yes screenshots are here:

    itunes.apple.com/gb/app/star-invaders/id583716085

    Working on a trailer video at the weekend :)

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  • That makes me very happy to know :). I've spent weeks debugging it but if you do find any bugs then please let me know and I will fix it asap!

  • Hello everyone,

    Just to let you know, we have release our first full game using Construct 2 and CocoonJS.

    If you search for me "Shelby Wright" on the iPhone or iPad it will come up with our game "Star Invaders" (for iPhone) and "Star Invaders HD" for iPad.

    There's a 1.1 update that should be approved by the end of the week that updates the graphics for iPhone 5 and sorts out a couple of small bugs.

    Support will be greatly appreciated. I only wish I could upload a version of the game to the Scirra Arcade, but its far to large in file size :(

    Hope you all enjoy!

  • Nice one, I will try that out asap!

  • Hello everyone,

    Just got our game going to Apple for approval for iOS!!! We want to make a free version too that when you get to a certain level it gives you the option to buy the game. So I need to know, is there any way of opening an external link to the App Store from within CocoonJS to the full game???

    I just read that they do support that in the latest build of CocoonJS so I guess the question is, how do I set up Construct 2 to allow me to do this?

    Thank you all

  • No problem, I will spend a bit of time tomorrow afternoon and upload

  • Any advice yet or possible fix?

  • Hi Ashley,

    The 3GS is mid 20's according to CocoonJS. I have spoken to the guy doing the art and he doesn't mind me emailing you directly the .capx file if that is possible.

    I am currently using the default platform behaviour with an extra variable to increase the -y vector when the player keeps a hold of the jump button.

  • Thank you for your reply Ashley.

    I really wouldn't mind if it was a case of a slight fluctuation in height but if I make the height acceptable on the 3gs (i.e. so he can make the jump), the iPhone 4s is literally jumping out of the screen, probably double the height. I'm not sure if I'd go as far as to say this was a bug, but it does make platform games near unplayable at the moment on mobile platforms.

    Are there any work arounds or is this possible to fix?

    (P.S. I really appreciate you taking the time to respond to us)

  • Hi there,

    On my system the game just runs very very slowly even with WebGL on. There is no blurring though (other than the characters looking like theyve been stretched from another resolution).

    My System is a Q6600 Core 2 duo with 4gb Ram and an Nvidia graphics card. My only suggestion to you is to check you card drivers.

  • I cant find a way to do a variable jump on a platform game that's not affected by the CPU. The less powerful the computer, the smaller the jump is regardless of delta time. This makes my game unplayable on the 3gs and iphone 4 (using CocoonJS) as you can't make the jumps on these systems (on 4s and 5 it is fine).

    If you have any solution to this problem I would be very grateful.

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slw666

Member since 18 Jul, 2012

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