part12studios's Forum Posts

  • hmmm wow yea that's a great suggestion. I will try that and report back. i've never done a comparison like that before.

  • Hi there,

    I'm working on a new project that deals with a lot of text fields. I'm spawning these text where they need to be, but i'm wondering if maybe it's better to just put all the sprites i create on a separate scene that never gets used, but just holds all the assets. Because having numerous unique text sitting on the sidelines around a given scene can be a bit unruly to manage. Thought maybe putting them all on some other scene that never gets viewed might be a way to better organize and manage things.

    Also, when it comes to memory usage, if i have a single background that gets used in many scenes, is that going to save memory or is each scene going to allocate it's own memory for that scene?

    My prior project had a lot of problems with memory when bringing over to mobile so I'm trying to be sure that I don't run into the same problem this time around

    Thanks!

    Caleb

  • Also I started a new thread about a more advanced / specific question regarding text / typewriter effect.

    I'm wanting a typing sound to go with it, but if i fire it off it works fine till the letters stop coming and the audio keeps looping.

    i wonder if there is a way to get the text count from the source? if i knew how to get that value and pass it to a var.. then i could use that as a tick counter to count down.

  • Hi there,

    I was inquiring yesterday about how to do a basic typewriter effect and I found some great previous solutions on the forum but now as i'm getting into this a little deeper I'm wondering about some deeper stuff.

    I want to have a typewriter sound to go with it. I can trigger a sound with each tick sure, but I can't figure out a way to know when the text typing is complete and thus create a condition to say "this is no longer looping", stop. It seems like there might be some kind of "upon completion" parameter that I could use.

    I could imagine some kind of "typing active" variable that flips off when the last word in the source text is done.

    a more manual (but less efficient) idea would be to actually count how many letters a given source text object has and track it that way.. but that's really tedious with this project which has many pages of varying text. Maybe there is a way to "get letter count" and pass that to a counter var?

    I just don't know how I might be able to set it up so that C2 knows the text is complete and act upon that knowledge.

    Thanks!

    Caleb

  • ah yes sorry I should have done that. thanks! :) I forget there is a wealth of knowledge out there.

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  • Hi there,

    I'm doing something that has some text and thought it would be fun to explore having the text be dynamic and type out on the screen rather than just be there or fade in.

    I'm imagining the text would appear very fast, but it would be interesting to experiment with different speeds as well.

    I'm just not sure how i could tell C2 to easily "every tick" put one more letter in the set text command.

    I can imagine some ways of doing it but they all sound extremely difficult and likely impossible to manage. This would be applied to numerous paragraphs of text in different scenes.

    Thanks!

    Caleb

  • but what about not using Cocoon? Can I tell a straight HTML5 game to not load the next scene till it's needed? bottom line is that our project is probably using too much memory for iOS.

    I'm trying to figure out what I can do to salvage the project here and work within the confines of Cocoon or XDK.

    I was planning to go back and downsize all the art to a lower resolution to help, but i feel like its a lot of work on the possibility that the problem will still happen..

  • ok that's good to know.. our graphics if turned into sprite sheets would look something like this dropbox.com/s/xk3v5wz6rox51pe/unnamed.png but of course its not, its 190 individual graphics (animations being an exception)

  • also regarding this subject if file size and textures.. we did some testing and all 190 pngs that are in my html5 project would fit on 3 2048x2048 sprite sheets.. so this would work fine for iOS and also if it were the case for HTML5, imagine how much faster 3 large images would download vs. 190 individuals.

    correction.. 21 2048x2048 sprite sheets.. lol.. ok so yea this makes me wonder about the memory used but the 190 images we have

  • Hi there,

    I'm working on a port of a game from HTML5 to iOS using cocoonjs.. but i'm seeing a problem (with the help of my xcode developer partner) that the entire game is trying to load at the start.

    What is happening is the app is loading and then after being open for a fe seconds crashes / closes out.. we've done a lot of things like remove all audio.. that didn't help..

    the graphics are relatively high quality 1920x1080, but nothing outrageous.

    I have a client that needs us to port this project to iOS and it's simply not working. my partner and I spent all day yesterday hacking around with XDK CocoonJS and he event found some other wrappers out there that we tried to mess around with.

    it's terribly frustrating to have come into this project using C2 with the expectation that making an iOS port was possible, but it seems that its anything but..

    event my simplest project ported over to cocoon and xdk with no sound! part12studios.com/temp/TT1 how can something this small / simple not have sound?

    are there unspoken rules to getting audio to work on iOS with C2 via CocoonJS that I'm unaware of?

    The best thing we could come up with to perhaps prevent the crashing was to only load scenes as needed rather than packing everything into it.

    my project has over 190 pngs and about 130 media files (all audio)

    so maybe spreading the files out over scenes as needed would prevent the power-loading of a bunch of files into an iOS device..

  • ok yea i'll try to preload and see how that goes. thanks for the tip/reminder :)

  • Hi there,

    I'm wondering if this is just me, but i own an iPhone 4s, iPad2 and iPad mini..   and when I go to this site I get three different audio results!

    part12studios.com/temp/TT1

    iPhone 4s.. no sound at all

    iPad2.. touch sound (lower speed/pitch than desktop)

    iPad Mini.. release sound

    I'm using Chrome on all 3. They all have iOS7 (up to date)

    Has anyone else experienced this?! I find it infuriating that such a simple project could have such inconsistent audio issues.

    I've been wrestling with exporting to cocoon and XDK all day with this simple a project and no mater hat i do, I get no sound and can't figure out why.

    We're even trying out some other wrapper solutions. All the while audio plays perfect on PC's all day long. Why does audio for mobile have to be so mystical and apparently non functioning?

    this is the capx dropbox.com/s/z09c38wkggnnwqd/TouchTest1.capx

    the audio files came from the free bundle so i think the audio formats / sample rates should all be ok. i imported them at 128kbs.

  • awesome thanks! I'll try that out. Have you had good luck with iOS? Or have you been using it strictly for Android?

    Thanks!

    Caleb

  • Hi everyone,

    I am an Ouya owner and fan. I would LOVE to be able to publish a game for the Ouya using C2. I see the export option with CocoonJS, but I wonder if it's possible to actually use CocoonJS to publish an Ouya game with proper control support?

    If the first question is a Yes, then the other big question is if that is possible, do we have access to everything we need to publish a game that can be sold in the Ouya store like any other?

    Lastly, if thats also a yes, what about F2P options? Although I'd be more interested in the more common shareware model, it wouldn't hurt to know about options.

    Thanks!

    Caleb

  • so with crosswalk i'm wondering is there a tutorial somewhere to explain how to use it? I installed the SDK and all that, but hen it says "launch service" it brings up a web page, but not the IDE itself. How do I "open" the exported project into XDK?