Wink's Forum Posts

  • Thanks for sharing your method with us Knifegrinder <img src="smileys/smiley1.gif" border="0" align="middle" />

    I just tested it with a endless runner platform game that I have been working on, and unfortunately with a older Samsung Galaxy S running 2.3 OS I am still getting only 6 fps. But on newer high end devises like my Nexus 7 my frame rate went up dramatically from 35 to 43 fps to a steady 61 fps. I guess with certain type games we will just have to abandon low end devises.

    I usually use a 32 x 32 px solid black sprite image as a fader, and use events and actions to get a fading effect. But I am also getting strange glitches with it like sometimes it will flicker during fading or freeze on 100% faded leaving the screen black.

    Anyways thanks again for sharing.

  • I modded a Clyde export to enable the new CocoonJS Screencanvas feature

    Knifegrinder that sounds great! Could you link us to a tutorial on how to do this, or at least share the steps needed to get it working?

  • Something like this?

    Button Example

    I made this example a while back but it should give you an idea.

  • I wouldn't stress to much about the templates. Just look at them as visual reference material for different platforms, and game mechanics.

    Personally I like to start off by creating a blank new project then if I can't remember whats all needed for a certain platform, or type of game mechanics I look through the templates, and examples for what I need.

    As far as a rule of thumb goes first consider the types of devises that you want to market, and all there different screen resolutions. Ask yourself do I want the game to fill the screen completely on all devises, or will I be happy with black crop bars showing depending on each devices resolution? I wrote a little something about this here:

    http://www.scirra.com/forum/multiscreen-cocoonjs_topic61313_post376578.html?KW=#376578

    For example I have been working on a Windows 8 game, and last week I decided I wanted to also make an Android version. As far as the code changes went all I really had to do was add the WebStorage object, and convert all my Windows8.Roaming info. This is were commenting your code well comes in handy.

    But when I tested my game It plays, and looks well on high end quad-core 7 inch, and larger devices like the Nexus 7. But on 800 x 480 resolution smartphones the player, and sprites are so small it's unplayable because I built the game at a 1368 x 768 resolution. If I would have built the game for the smallest resolution device that I wanted to market 800 x 480 it wold have worked on all resolutions. Lesson learned :)

    So I guess another good rule of thumb is to always build your game to the smallest resolution you want to market first.

  • Letterbox scale would leave two black bars either on the sides of your game, or on the top and bottom. I'm not sure if CocoonJS supports letterbox scale you might want to contact them about that.

    This is what I do, and it works well with CocoonJS.

    First in the layout properties window I set Unbound scrolling to Yes. Then I make the background size much larger than the layout size like this:

    <img src="http://i49.tinypic.com/2howj8j.jpg" border="0" />

    After that in the project settings properties window I set Fullscreen in browser to Scale mode. Here you can see how I extended the background and sprites much farther than needed past the layout size:

    <img src="http://i47.tinypic.com/muii55.jpg" border="0" />

    This ensures that it will fill the screen completely no matter what resolution the device has.

    Depending on the type of game you make you might have to modify these settings differently per layout. For example if you make a platformer you will want to use the settings above for the start page, and any layout that is the same size as your Window size. This will keep everything centered on your devises screen.

    But for your platformer levels, layouts which are usually quite long you will want to set Unbound scrolling to NO. This will keep your platformers level starting area tight up against the left side of your devises screen filling it completely, keeping it looking nice and professional.

    Like this:

    <img src="http://i50.tinypic.com/2db89le.png" border="0" />

    I also use to find this very frustrating but after you get it working your next game will become easier to do.

    This might not be a so called "real method" but it works.

    I hope this helps

  • Well there is this method:

    Multiple resolutions - solid example.capx

    But to be honest I haven't had much luck with it other than just the background. And if you already have a completed game I think this would be quite difficult to implement into it. But if you can please share how you did it with the community, I'm sure a lot of members would like to understand this method better.

  • Try setting it to full screen Scale, and unbound scrolling to Yes. Then if your game still doesn't fill the entire screen try making your background larger than your games Layout size. You can also make other layers sprites extend beyond your games Layout size if needed. Sometimes it just takes some trial and error, and a lot of testing to get a game to fit full screen in all resolutions.

  • If I were you I would first try to build a working server on your own PC. Then when you got something working, and are ready to move onto alpha testing start small and rent a VPS (virtual private server). If you shop around you can usually find one for under $40 per month. Then as your game gets big, you can upgrade as needed.

    If node.js isn't working out you could always try to build a PHP, and MySQL server. These have been around for many years now, and Ashley has made Construct 2 very capable of using php, and MySQL as a back-end.

  • Where can I find this Heroku?

    http://www.heroku.com/

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  • Happy holidays everyone!   <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Wow, I got a tree just like that in my back yard. All waited down with heavy ice, and snow. You must live in the U.S. were that major snow storm went through yesterday. I live in Wisconsin, and I woke up to 22 inches of new snow on the ground this morning but no downed trees.

    Anyway, I'm glad to see you survived the Apocalypse <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Entry

  • <font size="5">Not photoshoped picture of Australia at the moment!</font>

    <img src="http://i48.tinypic.com/2myrw95.jpg" border="0">

    Source

    Happy Mayan Apocalypse Scirra <img src="smileys/smiley4.gif" border="0" align="middle">

  • Here is a quick example I just made for someone else:

    Sprite Buttons Example

    This example shows how I give my sprite buttons a mouse over hover effect.

  • I usually make sprite buttons instead of using the button object. This way you can just type the text right on your button with your choice of image editors so that it's always centered. Also by using sprites as buttons will increase your games performance on mobile devices.

    Here is an example .capx of how I use sprites as buttons:

    Sprite Buttons Example

    I make my buttons with Photoshop but if you don't have photoshop you can use Gimp. Gimp is free, and there are plenty of tutorials out there on how to make buttons with Gimp.