part12studios's Recent Forum Activity

  • Hi Ashley, thanks for the clearing this up, but if I may inquire further, when I export a project to HTML5 for basic web gameplay, I end up with hundreds of pngs of whatever size. These do not appear to be spritesheeted (other than animations) so my concern is that when i go to load one of these games on iOS, i notice pretty much non responsive.

    However, perhaps you're saying that when I go to use CocoonJS, they make a spritesheet? I raise this question because I have a game that plays fine on PC browser, but it crashes on iOS. It starts to load and then after a few seconds after i hear the music load and play it crashes.

    It feels to me like it's a memory issue, as that has been my experience with GameSalad and retina graphics, where I have lots of high rez images.. in this current project I'm doing its at 1920x1080 so getting that to work on an iPad mini or iPad2.. or even iPhone 4s is proving to be unstable.

    part12studios.com/temp/BloopFinal this is the project I'm referring too.

  • more on this question.. I'm just wondering if there are ways to resize things in C2. if my project was in 1080p.. and i want to take it down to 720p.. does making the images smaller on the screen reduce the memory they occupy in graphic memory?

    Or perhaps the graphic integrity is retained regardless of what size I have it appear in the game.. for example.. if i had a 512x512 image and sized it down to 128x128, does C2 do anything to crop/scale adjust the amount of graphic memory used?

  • Hi everyone,

    So I was just wondering that if i were bring a graphic in that was sized to 300x300.. but i want it to actually be 256x256 to help save memory. if i set the size in C2 of a graphic to be a different size, does that effect the memory footprint, or is the graphic still going to take 300x300 (or 512x512) pixel worth of mobile memory?

    I have a project that the art wasn't optimized for mobile and looking to explore solutions that would prevent me from having to re-import a number of graphics with optimized ones. Would rather just be able to optimize them from within C2.

    Thanks!

    Caleb

  • Hi there,

    I am happy to say that with some help from my dev partner (who can code / knows xcode) we were able to get the cocoonjs project I ported over and running on iOS.

    however one big concern is that i had selected scale to fill (default setting also) but then i ran it i see a screen like this...

    dropbox.com/s/1mt2muu7i9tnnid/Photo%20Feb%2006%2C%201%2035%2052%20PM.png

    it should not show that blue-green stuff at the bottom..   the blue is the color of the scene behind it. but in the project you will see that the graphic complete fills that space. the blue-orange strip you see is another layer behind it that i just kept around as visual cue to know how much screen would get cutoff on a 4:3 ipad aspect ratio vs something that has a 16:9 aspect ratio.

    has anyone seen anything like this? I'd just like to be sure i'm approaching this right.. my intent is to have this fill the screen on a device to make it full screen which would crop off the edges. I don't want it to squeeze to fit because that will cause distortion on devices like ipads.

    Thanks!

    Caleb

  • holy crap that's amazing :) I didn't realize that worked that easy.

    Thanks!

    Caleb

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  • Hi everyone,

    I was just curious about the security issues that come up with trying to play games locally. it seems that firefox is the only one i can get to do it without any fiddling. FF still mentions some security concerns, but ultimately runs the game.

    Is there a setting somewhere to allow Chrome, Safari and IE to run C2 games locally? For demo purposes where internet might not be available, being able to install / run locally is nice.

    making a PC exe (not win8 app store app) or a mac .app would be a thought as well, but I'm a little gun-shy after having cocoon js go so poorly.

    Thanks,

    Caleb

  • oh and then of course now that i go back to touchtest7 on iPad mini to try again.. it doesn't work now.. and now part12studios.com/temp/touchtest6 works! wtf? this is insane.. I don't get how this could be so inconsistent and difficult to troubleshoot.

  • ok so I took your project and posted it.. part12studios.com/temp/touchtest7 so weird.. the cancel sound you used plays, by my iPad2 does not play the scene1a.wav

    I looked at the source file and it's clearly a 44,100hz 16 mono audio file so I don't see there being anything wrong with it that would cause it to not play. when i import I always select 128kbs.

    now looking at the source click file, its a 48,000 16bit stereo so there is some inconsistency there, but not something that would explain the voice audio.

    oh and get this.. so i also own an iPad Mini.. and guess what, the audio does work on touchtest7.. now it doesn't play audio on bloop still, but at least on a really basic level there is clearly some differences in hardware. they are both running iOS7

    As for the click sound 24kbs, where are you seeing that? Maybe I'm overlooking something else in terms of audio format.

  • Ok this is all so crazy.. so on the one hand i see a simple oversight with the touch tests.. i wasn't triggering the play sound with touch, but i was with mouse click..

    fixing that, it works for that test.. but the actual project was wired up correctly. I can't figure out what my actual project is doing different! it plays audio fine on pc.. i could understand if may some sounds wouldn't fire off.. but none?   

    then to top it off.. i go to test another touch test with an audio file that imports without any errors.. its something that should play in my project automatically.. not something that is triggered by anything except on start of layout and to wait a few seconds

    part12studios.com/temp/Bloop20 this is the project and as you can see audio is fine.. warning on ipad i don't have touch controls in place so it won't interact.. but you should still hear the music and the voices even on the ipad version without anything special..

    so i made another test here is the capx

    dropbox.com/s/rmyc03gwuds5sxm/touch%20test%206.capx

    part12studios.com/temp/touchtest6 (my website works consistent with Dropbox)

    see how "click" plays? but scene1a doesn't?   is there a file size limit or something? I just don't get it. I think it is ultimately something to do with the

    part12studios.com/temp/Bloop25 this one is the same but i replaced the two non-playing voices with SFX1 from your suggested free asset folder.. and yet they still nothing will play.. so its really strange..

    Also thanks so much for your help with this. This is my first serious project with C2 and it's been overall a great experience, but not to be so far and to have audio hamstring my project is unfortunate! I know there is a solution though.

    On a side note i recently bought a sinclair 1000 (with ram module) off of ebay.. it was my first computer way back when...

  • also sorry, here is the capx dropbox.com/s/mwm4fycqq58cfoq/touch%20test%202.capx

  • yes i definitely hear the sound on my ipad

  • so yea i still hear no sound here either, do you hear anything? what do you mean sound on the link? what else can i do? sound works fine on a pc.

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