5Type's Recent Forum Activity

  • Cut the rope is HTML5, but i dont think its C2.

  • Mhm all of those should be working fine.

    Pretty hard to tell whats wrong then without an example of your capx.

  • Pretty much the opposite may be the case. Are you using plugins that are not supported by cocoonjs?

  • ?

    It means you've read at least 20 manual entries, just like it says

  • Like i told you in on of your other topics on this.

    (You should only open one topic for the same topic )

    Change "top edge" property of anchor bavior of your button to "Window Bottom".

    I attached your fixed capx. (note: didnt change anything else than this).

    Edit: Okay i just saw its about the background.

    For this try to go with 960, 640 layoutsize.

    Also having one big backgroundimage wont be working for this at all, since the screen would never adapt to the image or it would start to repeat.

    In your case split your image into parts. Have the green to the left positioned at ViewportLeft and the other at ViewportRight.

  • What you get from cocoonjs is the xcode project.

    First you need to create the app in the member-center -> certificated & identities -> ios app -> identifiers.

    Add your game and the corresponding bundle name (com.xyz.abc ...).

    Next up create a distribution profile for your app -> certificates -> add -> choose appstore or adhoc.

    Go to iTunes Connect and setup your App Record by adding a new App.

    Once you got that open up xcode.

    Adjust the Build-Setting to your need and add neccesary asset files (icons, startup image).

    Go to Product -> Archive. Then validate and then publish to appstore (something like that).

    done. Wait for the review ;o)

  • Did you add Anchor behavior to the button?

    When you added it, try setting the edge-attributes.

    In your case i believe you want to go with Top edge "Window Bottom".

  • Well actually it does, it just shows those different screen sizes by example of a resized browser-window.

    Basically you may wanna go with "Scale Outer" and have your UI elements with anchor-behavior and use expressions to get the current screen. I.g. ViewportRight for the width and ViewportBottom for the height of your screen.

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  • Did you have a look at this?

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

    It explains the options for "Fullscreen in browser" and also gives tips on how to setup your ui to scale properly.

  • Hey, guess its about scaling.

    Have you tried setting your games "Fullscreen in browser"-setting to Scale Outer or Inner?

    Have a look in the tutorial section about supporting multiple screen sizes.

    Also if it lags, you may have a look at memory management on mobile devices. Some stuff is just too heavy for mobiles

  • Congratulations.

    Awesome piece of software.

  • Hi TheDom,

    works really well.

    Just tired it yesterday and am really happy with the result.

    Basically (as far as i can see) you have full control over your xcode project and can even add more functions by extending Ejecta and mapping your own js functions to nativecode.

    By now only tested a basic game, which works really well.

    Havent tried integrating the iOs Gamecenter till now, only took me about 5 minutes to finally do it with ejecta.

    Going to check out facebook integration and some more stuff and will let you know about my results.

    At the moment im trying to get things to work in iCade

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5Type

Member since 20 Dec, 2013

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