nutmix's Recent Forum Activity

  • We have very poor bandwith, and would like to load the game assets (images & sould etc) from a CDN (content delivery network).

    Also, we wish to be able to skin the games by pointing to different asset locations dynamically, or at least statically.

    Is there any way to do this (and still work locally in dev mode?)

    Thanks!

  • The ability to have simple popups like "are you sure [YES] [NO]" or "Lost connection to the server [OK]" would be a huge help. Every game I have created needs these, and its not easy to create them as events go through layers.

    If its not feasible to create a popup window type function, then at least the ability to block events past a layer would do - then one could consturct ones own modal dialogs.

    A games input logic is usually complex and hard to read with nested Ifs etc, I dont think its tennable to add more state to try and ignore input by hand if we are simulating a modal dialog. So currenty I suspect some of use developers don't offer the player choice or warnings when perhaps we should.

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  • Thanks for the link. Looks like modal dialogs are not possible with construct 2 as I feared. Its not possible to block events to the layers below.

  • If I want to do a popup with for example some text, and ok button and cancel button, is there a way to do this?

    I dont want to switch to another layout as it will delete all the current layouts objects.

    I experimented with bringing hidden sprites to the top, but the games buttons etc. underneath are all still clickable, even if I make them invisible and put them to the bottom layer.

    I searched the forums and the howto FAQ

    Any Ideas?

    I imaging most games will need this at some point, e.g. asking if you are sure you want to start again.

  • Hi,

    I see one can set the layout and also the layer scale. Would I be correct in thinking that scaling the layout scales all its layers?

    Thanks!

  • thanks for the reply.

    Unfortunately, the letterbox scaling is not appropriate for mobile, as black bars are not acceptable to the customer and it makes the buttons too small, especailly in landscape.

    What is a canvas? I cant find it in the manual.

    I am strugling to understand the difference between window size, viewport size, actuall browser window size, layout size, layer scaling and canvas - I belive its a missing page in the manual.

    Any tips appreciated.

  • Hi,

    I have two layouts, one for landscape and one for portrait (for mobile).

    They both have the same event sheet attached.

    However, when the player switches from one to the other, the layouts objects are destroyed, and I lose game state (as I was storing the game state in the objects parameters.

    I need to restore game state on layout switch.

    I tried adding an "on start of layout" event, but this fires if you resize the same layout, so not useful in this case.

    I can see a few ideas:

    1) store the layout state (portrait or landsape) in globals. I try and avoid globals for state where possible as they are difficult to manage in complex conditions.

    2) possibly detach the single event sheet from both layouts, and attatch separate event sheets that do something only once on switching to that layout, then include the main event sheet. However, I dont know what that event might be?

    3) other cunning strategy?

    Thanks!

  • Hi Ashley, its not just the text, it scales image sprites too. In the capx I posted, one of the layouts just has a backgroung image. As you change the browser window size, the image scales up/down and jumps around to the wrong place. In crop mode, it should not scale at all, and should stay centered. IE is perfect but FF and Chrome are disastrous.

    I'm guessing it's not a text specific problem, it seems to be scaling in crop mode which is the problem?

    My graphics card is a Quadro 2000M which is adobe and autocad certified, rather than a more common consumer/game oriented card.

    Thanks for taking the time to look at it anyway. If there are any more tests I can run let me know. I use crop mode exclusivly.

  • Unfortunately, appMobi etc are not options for us, as our games are casino type games which are not allowed in the stores, and we have our own existing web based payment systems.

    We have to deploy these apps in the standard browser, and find work arounds for the various issues (we can live without sound effects for now).

  • The mobile game will be opmtimised for iphone 4 and similar sizes. Retina display is switched on in the project properites, allowing 640x832 on the iphone. This will also work reasonably well in the original ipad size. Is there any way of switching off retina display (e.g. in the index.html) if ipad is detected, to not go to the silly resoluion the ipad3 provides?

    Any ideas much appreciated.

  • I found this interesting because I am going through the pain of getting basic games working acceptably on mobile, our most important platform.

    http://www.sitepoint.com/hints-for-making-a-cross-platform-html5-game/

    Interesting bits:

    When I began HTML5 game development, I thought it was a nice idea to render game using Canvas, because it?s quite useful on desktop computers. But on a platform like the iPhone 3GS, it turns out to be a bit of a headache. The game performance sucked; images were rendering at less than 5fps. I had to create rendering engines, one after another.

    Currently, I rely on the DOM (Document Object Model). It dictates the way in which my applications are constructed of HTML elements and CSS3 selectors, rather than how they?re rendered to a Canvas. The advantage of using the DOM is that the game can be much faster and more responsive, due to hardware acceleration. It?s important to test your game again and again, and I personally think using the DOM is a better choice than Canvas.

    Deal with Audio Issues

    Embedding sounds within a game is vital. Unfortunately, the biggest issue in developing a cross-platform HTML5 game is sound. Within HTML5 game development, Canvas has good support, Video is constantly improving, but Audio is still pretty patchy. Games can?t play sound and music simultaneously. Taken from this aspect, HTML5 is not necessarily an ideal Flash alternative!

    Other audio issues include:

    ?     Different browsers support different sound formats (mp3, wav, ogg etc)

    ?     iPhones and iPads allow only one mp3 sound to be loaded and played at any time

    ?     Android has limited support of the <audio> tag and the JavaScript audio API

    There are a few ways around these issues:

    ?     For the format issue, I duplicate all game sounds in two formats (OGG and MP3), which covers most browsers.

    ?     For the iOS platform, I keep sound and music in the desktop version of the game, and only music in the mobile version.

    ?     As for Android, because it supports Flash audio play, so I use jPlayer to handle automatic HTML5/Flash audio transition.

  • Excellent, glad to have some interest. Do any of your games involve traffic cones by any chance?

    I'll write up a spec of what we are looking for, but basically we will consider anything, as most games are adaptable to touch/mobile. Currently we are targeting iphone4 type resolutions (832x640)which happen to look pretty good on the dekstop too.

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nutmix

Member since 16 Aug, 2012

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