goldentreee's Recent Forum Activity

  • Hello !

    Did someone put a game on the Appstore since the 1st of may and the change of rules?

    I read in the gamemaker, stencyl and gamesalad forum that all the app are rejected for the moment because of the UDID things (don't know at all what it is).

    So i wanted to know if someone had that with C2, or if we have to expect to have that pb.

    (maybe it's more something to see with Ludei ?)

    By the way, another question as i'm here : doing an hi res app is a obligation now. So is the better way to do a 2024*1536 scene in fullscreen scale ? (in the case what do i need to put in the retina option ?)

    I'm asking cause it will be a big memory pb.

    I thought of doing a smaller scene, and play with the size of the sprites, to have a double size, but this trick doesn't work with tiles (cause they have a fixed image size)

    Thanks !

    :)

  • The only limitations i have in doing a big game with C2, are the devices i target (ios android), and so the use of ram, not due to C2, but for example Ludei who is late to update in the memory managment.

    (even if it would have been great to have a system like in Stencyl for example, to deal with different graphic size)

    Otherwise, I think C2 has no limits, in therm of "size" of game.

    I personnaly love that software, but because that memory can't be managed on mobile devices, i think of changing for the moment, since Apple forces dev to use hi-res graphics :)

    But if it's for a web or pc game, no limits to my opinion, even if i suppose it's still important to optimize it at the max.

  • When it will be out, does it mean for example that the automatic layout by layout loading will work on our games for IOS and Android,as the custom loading screen ? If it's the case, it will be awesome for huge projects, like universal apps, since it's an obligation to support the retina display.

  • Arima is right, Apple recommands to not go more than 20 mb or 20%, not sure, if i'm not wrong, but in reality, it seems that you can use more :

    170-180mb of ram on devices with 512 Mb of ram total (iPhone 4, iPad 2, iPod touch 4g)

    40-80mb of ram on devices that have 256 MB of ram (iPad, iPhone 3gs, iPod touch 3g)

    25 MB on device with only 128MB of ram (IPhone 3g, iPhone 2g, iPod touch 1g-2g)

    found here, not official at all : stackoverflow.com/questions/6044147/memory-limit-and-ios-memory-allocation-in-iphone-sdk

    but in general, it's what appears to be possible. (i saw the same kind of returns in lot of websites).

    And as long as it's impossible to escape the fact that all the game (and so all the use of ram, if i understood well too) is load at the begining of the game (can't wait cocoonJs to support the loading of each layout), it's a thing you have to really be carreful of, to my opinion :)

    ps : thanks for your words about my english, i try to do my best :)

  • me again (lol).

    To be sure : if i reduce my window by 50 %, and resize my layout by two (so at the siez of 0.5) to play it at 0.5 on the ipad3/4, would it be consider like retina ?

    (cause my game is played /2 his real size, so are the sprites and co ?)

    Not sure if i'm clear.

  • By the way, I have a question in mind : what does it means exactly for Apple that the Retina Support is an obligation ?

    Do we need now to do games ta the resolution of the IPAD retina ? (2048x1536) Or Construct 2 does something special with it with the Retina option ?

    Thanks

  • Ok i didn't pay attention but in fact "letterbox scale" is not working with cocoonJS, that's why I was so surprised to have a bigger view on my Iphone 5 than on my Ipad 2 (i thought it was a question of height of the screen). The Iphone5 is playing it as "scale".

    I still don't have an Ipad3/4 to test, I will receive it in the week, but I think the best is to play my game at 1.0 on the ipad 3/4, and then with a screen size detection, to play it at 0.5 on the ipad 2.

    Like that i'm full screen too for the Iphone5, which is a obligation too now (no black bars allowed anymore).

  • hi and thanks for your answer.

    I'm using "www.blabla" link.

    Ashley, I did as you said, but it seems that it's not working, it's still asking me to put the code in tha index.htm.

  • Well, false reason it seems.

    It was working well, but it came back, for really no reasons (with my 512 image).

    It's complitely illogical it seems lol.

    So the pb is something else !

    I will continue to try to find :)

  • Ok, I think I found the pb at my end.

    I optimised as much as I could my first world (101 draws in the biggest level, 7.7 mo of ram, 230 ko), that I decided to authorize myself a big image for the background (1024), to do nice clouds moving with the scrolling.

    As I tried to get rid of everything one by one to find the pb, I tried my game with a 512 image, and the pb disappeared.

    So i thought, ok, it's that, even if the Iphone 5 is supposed to handle that very easely, but as I'm naughty (lol, sorry english isn't my first language, don't know how to say that), I tried with the same image but at 1020.

    And at that size, the pb was not there neither.

    So I tried at 1023, and... it works !

    I have now a constant 62 fps on my Ipad2 and Iphone5 (just once 58 on the Ipad2, but with no "burp" like before").

    It's the same than before in my Ipod4 (between 40 and 60), whatever is the size of the image (1024 or 512, I think i'm more "stuck" with the number of objects on this device), but it's reaaly playable, even if the FPS do a kind of constant up and down.

    So at the end, don't know if everyone here was using a big image, but it seems that the trick is simply, if you want to use a big image, to use a 1023 px image instead of a 1024.

    Personnally, I will finally use a 512, cause the graphic difference doesn't justify (for my project) the differecne of size, and cause it will make me win memory (8.3 instead of 10.2 for the moment), what can be good when i will have my entire game (i'm still finishing the 1st world). Maybe I should try 511 too haha.

    That's all !

    :)

  • Hello !

    I have 2 questions :)

    1 - When I try to use AppMobi in their kind of , it asks me to put that code in the head of my index.htm :

    "<!-- the line below is required for access to the appMobi JS library -->

    <script type="text/javascript" charset="utf-8" src="http://localhost:58888/_appMobi/appmobi.js"></script>

    <script type="text/javascript" language="javascript">

            // This event handler is fired once the AppMobi libraries are ready

            function onDeviceReady() {

                //use AppMobi viewport to handle device resolution differences if you want

                //AppMobi.display.useViewport(768,1024);

                //hide splash screen now that our app is ready to run

                AppMobi.device.hideSplashScreen();

            }

            //initial event handler to detect when appMobi is ready to roll

            document.addEventListener("appMobi.device.ready",onDeviceReady,false);

    </script>

    "

    I've tried, and tried, but it never works.

    Does someone has the solution ?

    2 - I tried to to put my game on my website, to share it with my friends and have their returns.

    I'm really stuck with it : i put an iframe on a page, calling the index.htm of the game, but it never works, and says that the file can't be found.

    I tried to find solution on the forum, but didn't succed in it.

    I'm probably missing something, but I don't know what.

    Thanks !

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  • Thanks Ashley !

    How can I send you my file ?

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goldentreee

Member since 24 Jan, 2013

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