thehen's Recent Forum Activity

  • This is awesome. Any plans for other platforms? This would be really amazing on Windows 8.

  • r116 introduced websockets. Cheack out release notes for more info.

  • You can ping with ajax, and look for a serverside change. Also look at websockets (only in beta atm) as this is more tailored for this sort of thing.

    What's the future of realtime multiplayer in HTML5? Anyone know what tech developments to keep an eye open for?

  • thehen So the Reposition function is what is handling the resizing for Mobile as well so that you don't have to use different sized assets or worry about the scaling looking all wrong on the smaller form factors as well?

    It's handling all the resizing :) So if you resize the browser it ensures UI elements scale at a different rate to the field of play etc. Scaling stuff equally between tiny phone screens and massive monitor displays simply doesn't work, so everything readjusts itself accordingly. Getting scaling right was one of our biggest challenges.

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  • BluePhaze reposition function is very complicated and essentially resizes/repositions everything in the game dependent on window size.

    We call the same function on window resize (and for a second or so after), when the view is changed on Windows 8 and when switching to and from fullscreen on desktop.

  • gonzdevour yeah, standard touch should work fine.

  • Thanks for the find I had that in my local build but it somehow didn't make it's way into the public zip!

    tipztv I'll look into it over the weekend.

  • BluePhaze Yep we leave all the objects in there. For windows 8 we wrap all the Windows 8 specific logic in an 'Is Windows 8 app' condition and put it in a separate event sheet.

    Bear in mind this is only platform specific stuff, not screen size. So the Windows 8 charms, roaming data etc. For changes in screen size, we have breakpoints (not unlike media queries), where we readjust UI/zoom to work best for that resolution.

    Edit -> Here's a screenshot

  • BluePhaze There's no need to build separate versions of the game. That would be impossible to maintain long-term.

    We separate platform specific logic into different event sheets.

  • gonzdevour ah that's strange I thought it was compatible with minification. I'll have to double check that.

  • PM me a link to the exported build and I'll take a look.

  • > We developed Mortar Melon with a target resolution of 1600x1000. It's a bit less than 1080p but we're using the same resolution on mobile, tablet and desktop devices, with no loss of performance.

    Very nice. Would you care to specify what mobile and tablet devices you are testing with? I'm not finding it on Google Play w/ my phone.

    We've got it running on Windows 8, Surface and Windows Phone all perfectly. We've done preliminary tests on iOS 4S+ and same gen iPads with perfect results. I've heard Android is a bit hit and miss, but current-gen devices shouldn't be a problem based on the great iPhone performance.

    Oh, PC, Mac and Linux also works perfectly out the box.

    Based on my experience with other game engines, Construct 2 is superior for 2D cross-platform support. We've built a game using C# and XNA and are now forking out ?6000 to port for Android and iOS. Never again.

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thehen

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