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  • This is a late response to this thread but it seems relevant.. so with web storage you could do a "compare two values" system event. in web storage you could do this:

    WebStorage.LocalValue("highscoreeasykey") which was nice because it grabbed the specific value by identifying the key..

    However if I try to do the same thing with LocalStorage, I can't reference a specific key. I can only do something like

    LocalStorage.ItemValue

    I've used localstorage successfully in other projects, but I never had to do a comparison. This this case I'm trying to compare the stored high score value and if it's great than the existing value, overwrite the other.

    Maybe it's expected that I have some local variable instead? I could see that potentially working, but it feels like it would just be adding more steps to the process (I believe and hope) unnecessarily.

    here is a picture of them side by side.. i need to understand how to be able to do a value compare in localstorage which is missing the stuff I used when doing webstorage.

    Thanks,

    Caleb

  • Animate I wish I could offer some javascript advice but i can't unfortunately.

    The way I got around the problem was to increase the speed of typing fast enough that it generally fooled the eye. it wasn't perfect but it became acceptable.

    The only way i could see hacking around it for per letter accuracy might be to set up a series of text updates each with a particular word you want underlined actually < >'d so that each letter is underlined so..

    hmmm another thought (i haven't used this in a long time) but could you possible underline each letter next to each other and them appear underlined.. or would it just look like a bunch of letters with individual underlines under them? i imagine it would since they are being individually underlined.. tricky.

  • do you know how much smaller? I know that right now Crosswalk via XDK is a 19mb base file + your game.. if you do a hello world build in C.IO how big is the game then (no sounds / graphics, just some text).

    Depending on the difference I may need to look at that because I have a short game and it would be nice to shave it down considerably.

  • Cool thanks for the insight! It does sound like they basically both have pros and cons.. I've had overall good luck with XDK and I'm using the full Cranberry Suite of Cordova plugins which as far as I know is only supporting phonegap and xdk.. i imagine they still work with .IO also since they are still all cordova.. but just another system to figure out..

    So specifically to you BasicTribe are the C.IO APK's significantly smaller or basically the same as using Crosswalk in XDK? Maybe C.IO uses Crosswalk itself?

  • Hi everyone,

    I've been using XDK for awhile for all of my C2/iOS/Android needs and it's been fine, but I know that this C.IO is a new option now and wonder if anyone has found it performs better?

    I'm happy with XDK's Cordova for iOS, but Crosswalk is so bloated (19mb + your game) I can't help but wonder if there might be another solution to create a smaller APK. Perhaps C.IO uses Crosswalk also?

  • ok thanks! i know spritesheets save on memory.. i just wasn't sure if maybe 2048x2048 was too much for non-ipad (retina) devices. It seems reasonable though that newer iPhones that would still add the support for said resolutions with the release of iPad3 at that time to insure cross compatibility. Thanks for confirming Ashley.

    Sincerely,

    Caleb

  • Hi everyone,

    So I have a game that's not that big... roughly 12mb as an HTML5 project.. when I upload it though iOS Safari and Chrome crash when I load the game but it plays fine on PC..

    From what I can tell I believe the issue is that the output of the game is generating several 2048x2048 imagines which are likely not making the browsers happy.. What I'd like to see if it's possible is to make these get broken up into several smaller sprite sheets to address the likely memory problem

    Any time I've seen browsers fuss or flat out close is when memory issues. it could be something else, but this looks suspicious.

    Thanks!

    Caleb

  • hmmmm i'm not sure.. what errors?

  • don't use CocoonJS for Ouya unless you want to do a totally free game with no IAP, etc.

    I honestly don't remember and it's been over about 8 months since i did it so CJS has likely changed since then.

    My suggestion is if you want to make an ouya game you should use the official ouya way.. https://github.com/ouya/ouya-sdk-examples

    there is an c2 plugin.. although you should bear in mind that you have to overwrite the controller and audio object (the official ones) to get proper ouya control mapping and correct audio. any update will overwrite these when you upgrade C2.. so remember to keep re-overwriting them.

    Good luck!

    Caleb

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  • ok i got it to work using LiteTween.. i'm not sure it was the most efficient way to do it but it defiitely helped seeing your 'every tick' approach.. i just had to make it conditional to manage when the grow and shrink tweens fired off.

    Thanks!

    Caleb

  • sweet that looks great.

    Thanks!

  • ah good suggestion. i'll give that a try. i'm familiar with using Sine in other ways.

    Thanks!

    Caleb

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