retrodude's Recent Forum Activity

  • Problem Description

    ____ A concise description of your problem here ____

    "With construct 2 Version R170."

    After exporting any capx file and testing it on mobile device browsers, the exported file does not run the event sheet or show all images initially placed in the Construct 2 Editor. This is a mobile browser issue that was not apparent in the previous update R168. It affects all browsers on mobile devices. Does not affect browsers on desktops.

    Tested on the following devices:

    Samsung S3

    Samsung S2

    Samsung Galaxy Nexus

    Samsung Galaxy Note 10.1" Tablet (GT-N8010EAEXAC), Android 4.0, 32GB, WiFi

    Attach a Capx

    ____ Upload a Capx to this post ____

    Simple Endless runner template that comes with Construct 2.

    https://dl.dropboxusercontent.com/u/116 ... 0Test.capx

    Description of Capx

    ____ Concise description of what this CapX does ____

    Runs the Endless Runner template, no additional modifications have been done to the standard template.

    Steps to Reproduce Bug

    • Step 1: Export project
    • Step 2: Place files in dropbox
    • Step 3: Run on Native browser
    • Step 4: Run on chrome

    Observed Result

    ____ What happens? ____

    *This is mainly a mobile device browser issue*

    On android native browsers the exported project does not run. The background image is the only thing that shows up. There is also two construct 2 loader icons and bars that show up.

    On general mobile browsers such as chrome, scaling is incorrect and touch controls don't work. Once again this problem wasn't there in the previous construct 2 versions.

    Expected Result

    ____ What do you expect to happen? ____

    A working playable game on mobile device browsers.

    Affected Browsers

      Mobile Device Browsers:
    • Chrome: (YES/NO) Yes
    • FireFox: (YES/NO) Yes
    • Internet Explorer: (YES/NO) Yes
      Desktop Device Browsers:
    • Chrome: (YES/NO) No
    • FireFox: (YES/NO) No
    • Internet Explorer: (YES/NO) No

    Operating System and Service Pack

    ____ Your operating system and service pack ____

    Windows 7 Home Premium 64-bit (6.1, Build 7601)

    Construct 2 Version ID

    ____ Exact version ID of Construct 2 you're using ____

    Release 170 64bit built at 15:03:57 May 22 2014

  • tumira

    Same case happened for my group. There are awkward workarounds, but it seems to be a native browser bug. The other browsers such as chrome or firefox don't have these issues. It's a bit problematic for games requiring a virtual gamepad since players would be annoyed if pressing left once, triggered them to move twice.

  • [quote:1hy0j26z]The native browser does it indeed with only a "on any click", that's annoying :/

    Aphrodite

    Oh alright, then it must be a native browser thing, thanks for testing on your tablet, much appreciated.

  • It is a samsung Galaxy tab 3, MODEL:GT-P5210, I mostly use the chrome browser, and I didn't saw this problem hapenning on it.

    Have you tried using mouse click events on your tablets native browser to see if mouse input counts as a touch? I'm not sure if its because I'm testing with an older device but it seems that even mouse events work on mobile web browsers.

    It seems to be a native browser problem.

  • I also saw that mobile often triggers both a touch and a mouse input (no, the use mouse button of the touch object wans't set on)

    I think I saw that in websites too sometimes, and it was not predictible (sometimes the mouse input first, sometimes the touch input first, and even then, a delay between them so that sucks..)

    It makes it also hard to design for both touchscreen and mouse, since trying to detect the input will likely be a false positive mouse sometimes :/

    I do not think it is scirra's fault, my tablet does not return this input conflict, but I could be wrong.

    Its not that big of a downer but it would make production faster if it was resolved. I guess I'll stick to work-around methods.

    Do you think you could post the make and model of your tablet?

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  • Is anyone else experiencing an issue where exported projects on mobile device browsers associate a touch as a double touch? This becomes an issue when implementing gamepads and you want to run your game through a mobile devices browser. I also noticed mouse events work on mobile device browsers, is this by design or a bug?

    It might be the reason why touch events are considered as double touch on mobile device browsers.

    I wasn't sure if I was suppose to claim it as a bug or not, but if needed I can provide a capx and post it in the bug section.

    Why is this an issue?

    Sponsors want games that run on both mobile device browsers and desktops. With the following issue mentioned above not all games can work on mobile devices browsers, mainly the ones that revolve around single touch gameplay.

    Is it a big deal?

    Well there are work around methods but it would be nice if this issue would be fixed. (unless it's not a bug and its by design)

  • Some big games for mobile devices I can think of are games like Zenonia. The game was so popular they ended up creating sequels for it. Its currently on its fifth sequel called Zenonia 5.

    Link here:

    https://play.google.com/store/apps/deta ... ia5.global

    Final fantasy ported games, asphalt as well as the grand theft auto ports are also on my list of big games I used to play. Although I have a huge variety which mainly revolve around action,puzzle,rpg or driving games.

  • SabinX

    It might be easier to ask questions by contacting matt@fgl.com directly, since fgl representatives are slightly restricted on this forum due to rep.

    FGLmatt

    Since fgl is pretty much a publisher now and construct users use your services, you should try contacting Ashley or Tom to remove restrictions for your account, I think they would do it since fgl provides services to html5 users (which includes construct users as well).

    If anyone's interested, here's just a repeat of a previous post by Matt, the link to fgl's html5 opportunity can be found here:

    https://www.fgl.com/other/html5opportunities/

  • SabinX

    Did you use a wrapper like cocoonjs or phonegap when testing it? Or did you test it directly from the browser of your phone? You need to test using a phones mobile browser. You can also estimate how well the game will do using construct 2's debugger.

    How to test performance using debugger:

    On construct 2 there's a button near the "run layout" button called "Debug Layout", Press that and see how much percentage (%) of cpu your using up with your computer. You generally want under 30% of cpu usage for sponsors. For best performance I would say to aim around 0%-30% cpu usage. I'm not to sure about 78.8mb but personally I would aim lower then that and It's definitely possible with the game you have showcased. Some image compression would probably help.

  • 54 views, and some from high quality buyers is actually pretty good for HTML5 games. At this point, there aren't as many companies buying large amounts of HTML5 games, but it's growing. That's why I suggested maybe taking part in our promo to get things started and get some money in your pocket. Outside of the GameShop, it gives us access to more actively shop your game.

    SabinX

    The promo would probably be a good way to start but we first need to see how much memory the game currently wastes, and compare it to the type of it game that it is. If it is an endless runner for example and is wasting 25mb of memory use or greater based on Construct 2's debugger, then we provide optimization tips to reduce the amount of wasted memory. Optimization is a major deal for sponsors and is one big reason why some sponsors wouldn't want to license the game. And as far as I can tell 54 sponsor views is fairly good.

  • Till the moment it's had 54 sponsors/buyers views, although most of them were from october to january and after that only some developers and a couple of sponsors have seen the game and it's practically dead in the FGL portal... I know it was my mistake to have it really much time there, but I have no experience selling licenses.

    Do you know what the memory use for the game is? On construct 2 at the bottom middle section it should show this titled under "memory use". Sponsors tend to look for games that run on mobile web browsers and usually test the games on stock browser on smasung galaxy s3 or higher for android, and for ios they use the iphone 4 or higher.

  • Hi Matt!

    About one or two weeks ago I put it in the GameShop, although I'm facing the problem that nobody is viewing the game now... I think its because the game was much time in the normal marketplace (months).

    I sent an email about it and someone called Brian told me he was going to tell some HTML5 sponsors about the game to see if they're interested, although I still see no new views on the game, so maybe he hasn't told the sponsors about it yet.

    Just out of curiosity, but how much sponsor views does the game have on the fgl website?

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retrodude

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