Ashley's Recent Forum Activity

  • Added to todo list.

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  • We are avoiding SM2 for two reasons:

    • we are 100% HTML5 only, we want to avoid Flash completely.
    • sound works fine if you publish via PhoneGap, appMobi or CocoonJS. The only problem is the Safari browser.
  • You just need to know a little HTML to customise the export to your liking. In the install directory you can view the source of preview.html to see the HTML and CSS you need to get the centered, bordered display. Don't use all of preview.html, it's the wrong format for publishing - you just need to copy the relevant bits.

  • This is something we had in Classic but hasn't made it to C2 yet. Added to the todo list, hopefully can make the next build.

  • How do you know it's faster? Looks like they run at 60fps like most C2 demos do as well.

  • FYI, we already have a single engine that works on all platforms, written in Javascript. By the end of the summer I'm confident we'll have exporting to iOS native apps, Android native apps, Windows desktop, Mac desktop, and possibly Linux desktop, using various wrapper technologies. We're missing Flash, but I don't see the point in supporting it when we already cover HTML5. On top of that we already support Windows 8 Metro, Facebook and the Chrome Web Store. Using PhoneGap you can also get Blackberry and Windows Phone 7, but that depends on the performance of the device (which we've found isn't quite good enough for HTML5 yet), but there are improvements on the way (Playbook OS 2.1 is a lot faster apparently).

    Code translation tools (converting "master" code to another language) can be brittle and difficult to maintain. I wonder how that will work out.

  • Do you have Java installed? You need the same Java as Construct 2, so if you have 64-bit Construct 2 you need 64-bit Java (the 32-bit Java won't work in that case). The Java website only gives you the 32-bit one by default unless you manually find the 64-bit version, which is a bit annoying.

    I think in stable releases the error message is a bit nicer and basically says what I said above.

  • You can't make a real loading screen for switching between layouts, because the browser is busy and will not tick the engine while it's loading. What you can do, however, is display a "loading" message on the *previous* layout, then go to the next layout. While it's frozen loading the next layout the user will be looking at the loading message. You might need to put a small 'Wait' delay (e.g. 0.1 seconds) before actually changing layout, to make sure the display is redrawn with the new message before continuing.

  • zedden - you can also set the XML object global so it's available in all layouts.

  • I always thought a better way to develop for mobile would be just to design your game once for high resolution (iPad 3) and use the scale mode to resize it down for other devices like the iPad 2 (so downscaling, not upscaling). This also has nice side benefits like if you zoom in or resize sprites bigger on iPad 2, they get more detailed. And it means you can have a single project with one set of artwork rather than having to have a separate project for each platform you want to target. Is that preferable to downscaling?

    I'm not sure you understood unbounded scrolling properly - it doesn't wrap round the layout, it allows you to scroll in a straight line past the edges of the layout as far as you want. So it's quite important then that things outside the layout area are rendered.

  • Sorry for the late reply - I missed this thread.

    Give me a good example of where anybody would want to render outside the frame

    Set 'Unbounded scrolling' to 'Yes' in layout properties and you can scroll anywhere, such as to make infinite sized worlds or continually procedurally generated levels.

    ou know we have to support a whole ton of screen sizes, but what

    happens when I want to render say, a max 640 x 480 area on 1920 x 1080

    screen.

    You wouldn't use crop mode for that - you'd either turn the browser fullscreen option off entirely (so the canvas is just centered in the page), or use a scale mode, possibly with letterbox.

    owever, when I play on a 320 x 480 mobile

    device, the crop behaviour works perfectly.

    Generally you should not use crop mode on mobile. Consider the iPad 2 and iPad 3, both which have the same size physical screen but one is double the resolution of the other. Using crop mode all your sprites will appear half as big on the iPad 3, and show twice as much of the layout, which is probably unwanted.

    f you can't understand why I don't just upscale, you clearly never worked with a pixel artist.

    Try using letterbox integer scale mode with point sampling - it should preserve every pixel as an integer-sized box.

    In practice 'crop' mode is not actually really useful for anything, given the problem of using it on mobile. Every other scaling mode is more useful. I'm not sure anyone uses it, but it's kind of there just as a backup option in case everything else fails and you just want complete control of every pixel you're given.

    Hope that helps clear up the intent behind the feature.

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Ashley

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