Crazyhowie's Recent Forum Activity

  • Sorry I'm a little late in seeing these replies.

    I haven't tried my game recently since the IE app was released officially. I'll try to make a note to try it out soon and let you know if I run into any troubles!

  • I shared my experiences with the IE app on the Xbox 360 back during the beta. I haven't had a chance to play with it lately, to see if performance or functionality has improved, but it was pretty decent as it was.

  • I'm on it! Thanks for the contest.

  • Just tested my game on the new iPad with iOS 6. Good performance in Portrait and then performance tanks whenever I rotate it to landscape.

    Game resolution is 800x480 utilizing Scale mode with several anchored sprites for the GUI. I'm fairly certain there isn't a performance different between portrait and landscape on any browsers I've tested with on my Android tablet, so this seems to be problem to Safari.

  • I'm curious to see if this works better on landscape in iOS 6. I'm going to see if I can borrow my boss's new iPad again and give it a test. I tried my game as a web app on a friend's iPod Touch and noticed the same deal though. Great performance in portrait, but poor performance in landscape. Quite strange.

  • > Yeah, must be a joke ... Or explain me how to send an apps made on Constuct 2 directly on my android device.

    Phonegap 1.7.x recompiled with Eclipse is still the best choice.

    Is this manual method really any better than the online Phonegap method? Reading around some other threads, it didn't necessarily seem to be the case. I exported to Phonegap and used the online service and the performance wasn't nearly as good compared to CocoonJS. I have no doubt that results may vary from game to game.

    Maybe my poor performance was due to using text boxes in my Phonegap export, when I understand that's a big no no for performance... though, it didn't affect my CocoonJS performance. Spritefont plugin doesn't work for Cocoon currently, but maybe it would for Phonegap? I'll have to experiment with it more later I guess.

  • There have been games released in the past that averaged 30fps. I don't see 27 being to bad, that's if it holds 27. Battlefield 3 and Forza horizon's both are limited to 30 fps if memory serves. This should not be a problem. I for one am very excited.

    I do have one question, is the xbox Program opened to anyone or is it a closed beta?

    It was open for a limited amount of slots. Though, it did open a second time and perhaps it still is? You'll have to register at Microsoft Connect to apply for any Xbox dashboard beta they host.

  • Played around with the gamepad plugin. It does not appear to work for the Xbox. I just changed a function that was activated on touch to an on 'X' pressed event, and it didn't work. It did work with a wireless 360 controller on my PC in Chrome.

    What I did discover is that the D-Pad corresponds to the keyboard Arrow keys, so if your game uses keyboard events with the arrows, then you're set. The start button acts as a keyboard key, but I didn't test which one yet. I'm assuming maybe the Enter key? Otherwise, the 'B', 'Y', 'RB', and 'LB' are already being used as shortcut functions for operating the IE app, so those would be taken up even if the gamepad plugin worked.

    I have a side question though. I noticed my HTML5 was creating saved data on the Xbox 360 storage, much like Chrome stores it as HTML5 appdata. Unfortunately deleting it didn't clear the cached website, so I always had to upload to a different directory for the browser to realize it was a new version. Is there a method to clear website data? You know if you want to update your HTML5 game on your website and keep it in the same location. At the moment it seems I have to manually delete any cookies or appdata in my browser for it to recognize it's updated.

  • Test Score = 27

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  • I'll be sure and give that a test after work tonight, ASHLEY.

    The input was, as you said, just moving the cursor around the screen with the left joystick. The 'A' button functions like a mouse click or tap, so you can just "mouse over" and click on objects by pressing 'A' or pressing and holding 'A' to click, drag and release.

    I'm not sure if and how well the new Gamepad plugin works. This successful test inspired me though, so I'll try and implement some and see if they function at all.

  • I just wanted to share my excitement with you all. Here's a photo of a current build of my HTML5 game running on my Xbox 360. It's a drag and drop, touch controlled, tower defense game, so it functions as I expected using the controller as a cursor.

    <img src="http://howardconcepts.net/internets/construct2/xbox360_screen.jpg" border="0">

    The Internet Explorer app is currently only available in the dashboard beta preview program. It'll push out to everyone sometime this fall, so hopefully others in the community will be able to test theirs out soon as well. It was pretty awesome seeing my game running on my TV and play it with a controller. It was running fairly smooth too! The only problem I noticed was some stuttering every time it tried to reloop the music.

    Has anyone else in the beta had a chance to test their game out? If so, what have your experiences been?

  • Here's what little I know about Microsoft and HTML5 support on the Xbox. Speaking with an Atari rep at the recent Penny Arcade Expo, they said that they were aiming to have their Atari Arcade work multiplatform, and that includes the Internet Explorer app that is currently in beta for the Xbox 360. They were demonstrating it on tablets and desktops, but he said that it should be or will eventually be working on the 360 IE browser.

    Windows 8/IE 10 are said to have HTML5 support and they're cross-promoting the Atari Arcade HTML5 platform to advertise the new Internet Explorer, so I think it's safe to say they're not against it. You can count on them doing their best to capitalize on it in any way they can though, and you'll see that ads are already baked into it.

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Crazyhowie

Member since 16 Aug, 2012

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