goldentreee's Recent Forum Activity

  • Thanks Ashley !

    I quickly tried it on all my devices, and it seems to work ! It's sio reaaly simple, it gives me the impression that I lost my night haha.

    I will be "very" sure when I will try it on an Ipod3/4 as soon as possible :)

    I didn't know why, but I was sure that Letterbox Scale was not supported when using CococonJS or things like that.

    Thanks again.

  • Thanks ! and you are right, I think I have to be very carreful about that.

    So I decided to take the pb in the other way :

    As I am in scale for fullscreen, i will play with the windowSize in the project property, to reduce it until I have what I want on the Ipad 3 or 4 (which I have to buy now whatever, because of the obligation of retina).

    Then, instead of playing it at 2.0, i will play it at 1.0 on the ipad3/4, and then reduce it (for example 0.5 for the Ipad 2) to match lower resolution devices.

    I think it's the best to do, cause like that, my game will turn at 1.0 on the retina displays, which is necesseray I think.

    Thank you again a lot to have pointed that pb to me :).

    Besides, the idea of the shop was good, but I'm living in the middle of nowhere (lol), so I will buy one, it will be more usefull whatever :).

  • I still don't use sounds on my project, so it's not au audio pb i think.

    I have it on every device, even the Iphone5 (my game turns between 40 and 60 on an ipod 4).

    The more I think of it, the more I think it's a cocoonSJ pb, but i never succeed in using Appmobi, to try on it lol.

    Whatever, being able to define the fps limit would be very usefull to be sure to avoid this kind of problems.

  • Hello !

    My question can seem stupid, but in fact no lol.

    I have a game, for IOS, running at 60 fps, but sometimes, for no reason, it falls to 58 or 52.

    Even if it's great to stay above 30, my problem is that when I try it on my ipad (via CocoonJS launcher), when this little fall of FPS arrives, you can really notice it on the screen, i mean, you really see the fps fall. (the game "stops" for an half second or something)

    I don't know if it comes from Construct, my game or Cocoon, but i just don't want to see it.

    It's a shame, cause i'm always above 50, but you really notice it.

    So my question is : is it possible to set the max fps of a game, to avoid that ?

    and another question : if it's a cocoon laucher pb, will i have the same thing with the compilation ?

    Thanks !

  • By the way, as I don't have for the moment an Ipad3 or 4, if you use scale of layout x2.0, do you have good visual results ? (not everything too much blurred or something like that).

    It seems to look ok on my iphone 5, but the screen is really smaller than the one of an Ipad.

  • Thanks for your answer.

    i just didn't know "compare two values" before (lol), which I used to try on my Iphone 5, and it seems to work ! :)

    (i used set layout scale, to keep good proportions)

    Great and thanks !

  • Hello.

    Here is my pb : until now i was developing a game for ipad/iphone, trying to make it universal.

    As i read in the forums, the best way to do it was to simply not put "retina on" on the ipad (cause the visual difference is very light), and to use it only on iphone, what i did.

    But the 1st of May, each app who is not retina on ipad and iphone will not be accepted on the appstore.

    It's a big problem for me, cause between the ipad 2 and the 3/4, the size is double.

    I use Scale to have a fullscreen game, but if i add "retina on" on ipads, it wiil be very complicated to design it, and i have to redo everything !

    So i wanted to know that, cause it's the only solution i can think of : is there a possibility to detect a device or a window size ?

    Like that, I can detect it, and say that for exemple that if the window size is bigger than 1024*768 (or other, to keep using the retina on the iphone 5), or if i'm on this specific device, to set the scale on the canvas, or on each layout, to set them at 2.0 for example.

    Don't know if i'm clear enough lol, and I don't have an ipad3 or 4 to try if it looks good if you use that trick (I mean, putting the scale of a layout at 2.0)

  • Late answer, cause I just had the same pb : iwanted to do a pause button, but it was working in chrome, but not on cocconjs.

    I simply used so the plugin Pause, and with it it works well :)

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  • Everything is back in order with the R126 :).

  • Well, it seems there is no solution, but i have the same pb with the last since the beta R123 :/

    Everything works well if i go back to R122.

    If it continues, i will reformat my pc, cause i tried everything.

    But I notice that all the other softwares work well (photshop, cubase and co), and I have only that pb with Construct2.

    I'm on Win7 64 bits pro, on a dell laptop.

  • Thanks.

  • Don't know where to post it, so excuse me if it's not the good place :)

    I found on the forum that Construct 2 manage now a seperated loading for each layout, but Ashlety said it's not supported by CocoonJS yet.

    link : scirra.com/forum/ios-and-dynamic-graphics_topic58981.html

    So i wanted to know if the person of Cocoon have the project to implement it in their soft :).

    If it is done already, excuse me, i just didn't find it yet :)

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goldentreee

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