Ninjadoodle's Recent Forum Activity

  • Hi Guys

    Im testing a game on Iphone 4 and Ipad 2, running through the CocoonJs Player on the devices, but sounds don't seem to be playing.

    I have a sound that is supposed to play when an object is touched. This works fine on the Galaxy S3.

    Any ideas on what the problem might be?

    Thank you in advance!

  • Hi Ashley

    I don't have any benchmarks, as I'm still learning the process and mainly going by research and other peoples feedback/experiences, with loading high res. images on low spec devices.

    I'm happy to give your way a go, but I would like to ask a couple of questions ?

    • If I want to make sure my game plays well on HD screens (1920x1080/1920x1280) would the best approach be to ?

    1. Make a game at lets say (1920x1280) and scale it down for older devices?

    2. Make the game window 4x smaller e.g. 480x320 and import all the sprite graphics at 4x the size and scale them to 25%, then scale the whole window up to the desired resolution.

    Will HD graphics at this size still be optimal for lower spec devices?

    Do you have any other tips regarding this?

    I am all good with scaling(letterbox etc.), but I need as much info dealing with this as possible.

    If anyone has any experiences or tips, I would really appreciate them.

    Thank you!

  • Hi Ashley

    (I pasted this from the other topic I posted in - scirra.com/forum/topic83270.html)

    That's actually the standard way of dealing with different ratios and pixel densities. Don't get me wrong, I absolutely love construct, but I really think this is a very important missing feature.

    Most of the top SDK's handle loading assets this way - Corona/Gideros/Stencyl, even Gamesalad as a resolution independence feature that allows you to load HD assets.

    You wouldn't necessarily worry about creating 1.2, 1.5, 1.7x assets etc, but you should definitely worry about loading low res graphics on low powered/lo-res devices and loading hi-res assets on high powered/hi-res devices.

    So, having at least 2 sets of assets - one SD and one HD would definitely be the way to go.

    Trying to run a game designed for 1920x1080 on a 480x320 Android device might not be optimal as far as speed goes and neither would the opposite, as the graphics would look very blurry/pixelated.

    The other bonus is that if you decide to update your apps in the future ( as resolutions get higher ) you can just upload higher resolution graphics with a (for example) suffix and the engine will take care of the rest ( only use those graphics if the device is a very high definition TV or tablet ).

    If you design your graphics as vectors, then exporting different sets of assets is no issue at all :)

    I really think that this would a really good feature for Construct 2 to add as it is currently the best/only way to make sure you graphics look good across a range of devices (short of using vector graphics).

  • Hi Thank you guys for that!

    I was just reading through the topic and trying to understand it :)

    Would you guys be able to possibly take a simple screenshot or guide on how I would load a single graphic - SD and HD?

    I'm still new to Construct and experimenting, so no really sure how to do the above.

    Thank you heaps in advance!

  • Basically, let's say you have an image of a cat at 128x128 pixels.

    This will be the standard lowest version of your asset.

    In your images fodder you also include - version (256x256 pixels)

    If the device is over a certain resolution ratio, the graphics gets loaded instead of the standard one

    (The base device resolution is considered to be 320x480 or 480x320)

  • Hi Ashley

    That's actually the standard way of dealing with different ratios and pixel densities. Don't get me wrong, I absolutely love construct, but I really think this is a very important missing feature.

    Most of the top SDK's handle loading assets this way - Corona/Gideros/Stencyl, even Gamesalad as a resolution independence feature that allows you to load HD assets.

    You wouldn't necessarily worry about creating 1.2, 1.5, 1.7x assets etc, but you should definitely worry about loading low res graphics on low powered/lo-res devices and loading hi-res assets on high powered/hi-res devices.

    So, having at least 2 sets of assets - one SD and one HD would definitely be the way to go.

    Trying to run a game designed for 1920x1080 on a 480x320 Android device might not be optimal as far as speed goes and neither would the opposite, as the graphics would look very blurry/pixelated.

    The other bonus is that if you decide to update your apps in the future ( as resolutions get higher ) you can just upload higher resolution graphics with a (for example) suffix and the engine will take care of the rest ( only use those graphics if the device is a very high definition TV or tablet ).

    If you design your graphics as vectors, then exporting different sets of assets is no issue at all :)

    I really think that this would a really good feature for Construct 2 to add as it is currently the best/only way to make sure you graphics look good across a range of devices (short of using vector graphics).

  • Ok, thank you for your quick answer :)

    Looks like I'll have to go with one of the other tools, as there is still a lot of older/underpowered devices out there and I'd like to get the widest reach possible.

    Thanks again!

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  • I'm trying to find out about the same exact issue :(

    Anyone have any tips on how to handle 2x/4x graphics through Construct?

  • Hi guys

    I'm considering using Construct 2 to start porting some of my games to devices.

    However, there is one missing feature that is very important to me.

    • The automatic loading of HD images on devices

    if a device is of a certain resolution (e.g. 2x the size of 480x320) it all load images with the suffix etc.

    Corona / Gideros SDK both support this and I was wondering whether there was a way to handle this in Construct or one of the wrappers used to take it to mobiles?

    Thank you for your help!

  • Hi guys

    I've been making flash games for a while and I'm looking for a good tool which I can use for getting my stuff onto devices.

    I've played with Construct 2 before and I really like it. I'm however wondering, whether it's suitable for my needs.

    I've read the "supporting multiple resolutions" article and understand it.

    What I'm wondering about is ...

    • Will designing a game at 1920x1080 work well enough when it's "Scaled" down to lower end devices (for example iPhone 4s - 960?640).
    • Do the low end devices still have to load the Full HD content or do the game graphics get re-sampled before "loading" to ensure the lower end devices can handle it. (I understand that normally you would use different graphics sets - 1x 2x 3x etc.)
    • What is the state of mobile publishing? Is the performance acceptable? (in comparison to other game making programs)
    • I know Construct 2 uses wrappers to get apps made. Do these cause any major problems?

    Thank you heaps in advance <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Thank you for the info! Yup, I'm gonna be hosting them on the same domain. I didn't think you could load another games save, but what you are saying makes sense ... since its web storage, it shouldn't mater what is loading it. I will try this and see if it works :)

  • Hi guys

    Is there a way one game can load another games saved data?

    For example you play "game 1" and it asks you to go play "game 2" and perform an action ... "game 1" will only proceed when the action in "game 2" has been completed?

    The other way would be for one game to change a variable inside another game.

    Hopefully this make sense

    Thank you in advance!

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Ninjadoodle

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