part12studios's Recent Forum Activity

  • http://i.imgur.com/aeHDm85.png try this setting under project properties.. i came across this.. it seems to remove any "burring" that occurs from AA, which normally is desirable, but not in the case of retro looks..

  • http://i.imgur.com/aeHDm85.png try this setting under project properties.. i came across this.. it seems to remove any "burring" that occurs from AA, which normally is desirable, but not in the case of retro looks..

  • newt the jiggle is gone, but i also see we can do any kind of drag/scroll with this.. so it's better, but not perfect

    fongka2 its not about making a game for browser, but really getting the logic to work right. the performance issues i site were only part of the issue.. the bigger problem is the swiping logic (even on PC) not being reliable..

    in general all of the techniques I've tried all resulted in something being less than stellar compared to a mobile browser..

    the first one had issues where when you "grab" the screen to flick it, sometimes you'd get dud flicks..

    the bullet method was nice but it lacks any drag-ability

    So even if I did wrap it with crosswalk or some other wrapper, it doesn't matter if it runs faster on mobile if it doesn't perform consistently.

    I'm still excited to find a solution eventually. i think maybe there is some way to blend the two.. i just haven't figured out how.. in my head the way i see it is to use the drag / snap effect used in the bullet method.. notice how it always returns to the middle so no matter what you do you grab it..

    then using the flick / comparison information of that object, pass it on to the camera like in the first example.. but i'm not sure if that would support drag/scrolling.. flick only is not acceptable.. i just want to find an air tight 1 to 1 comparison to how mobile browsers scroll

  • Ok so I put some simple constraints on that demo, but i'm noticing something undesirable that occurs on this demo.. if you drag and pull (not swipe) it does a kind of jerky dance till you let go.. so it seems like ther emight need to be some other method or approach to how the scroll happens while finger is touching and then on release the bullet effect works nicely...

    http://part12studios.com/temp/ScrollTest1/ original..

    http://part12studios.com/temp/ScrollTest4/ this one was optimized for web (just made the images small so they would load faster and i put some constraints on it to keep the crosshair from leaving the screen..

    unfortunately both suffer from the jerking effect.. here is the optimized version I made https://www.dropbox.com/s/320zqfihyvb8b ... Test3.capx

  • It does work very nicely other than going to high up causes the crosshair to leave the scene but it works well going down on PC.

    Still seems to be a little jerky on mobile, but I think I'm realizing that 60fps scrolling even with other sites is not really happening on mobile devices in general so I guess I'm just expecting too much from mobile devices.

    I haven't had a chance to analyze how your system works, but it does seem to be a good one. Thanks for sharing!

  • hi there,

    I found this helpful tutorial https://www.scirra.com/tutorials/560/sw ... th-inertia which works great on pc, but when I tested it on mobile I found it to respond pretty poorly. I tried with graphics and without..

    I like having the momentum effect rather than having it stop dead in it's tracks, but this is probably where the performance / accuracy is an issue, but it seems hard to believe this is asking a lot of C2.

    http://part12studios.com/temp/ManualTest/ (with graphics)

    http://part12studios.com/temp/ManualTest2 (without graphics)

    the graphics did bog it down some when testing on iPhone, without graphics seemed a bit better, but on android and WP8, it really felt generally very jerky.

    Is there a smarter/efficient way to do a proper swipe scroll with C2? it seems hard to believe that as great as C2 manages web this would not be a demanding act

    It seems like the "every tick" approach might be the issue? I'm not sure how else to approach this but ultimately what would be great is simply having a nice smooth 60fps feeling experience that isn't struggling when flicked up and down..

    Any advise / tips would be welcome.

    Thanks!

    Caleb

  • ok cool that's good to know. I can see how a plugin could be a solution and great to know it's not something built into C2.

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  • Hi there,

    I have a project that requires a user to be able to upload a photo to make that a usable avatar. this seems possible although I don't know how it would be done with C2. I've never seen a project that lets me click "choose file" to pop up a window to select a file before.. but its possible in HTML5 so it seems C2 might have something also..

    The other question is image manipulation (what if images are different sizes, how to avoid stretching or cropping), storage and recall.. i wouldn't know how to do that. not sure if webstorage can store image files with C2.

    Then the question comes up for iOS.. iOS has camera rolls for accessing those pictures or maybe accessing files from a service like dropbox.. I'm just trying to get a sense of how easy is it to access images for a desktop computer and mobile devices.

    This feels like something that might be too much for C2 because it's just not really a game function even if some games do like to use custom images, but it would be much appreciated if anyone could speak from experience about what limits there are (if any) doing something like this

    Thanks!

    Caleb

  • Awesome, yea that's good to know. It may be tough to crack any big sales without a demo, but it definitely does reduce the added dev complexity of implementing a working in-game purchase system. That said, I agree this would be how I would approach it at least at first.

    This does bring up a great question regarding how we could achieve the in-game purchase system through chromium. Phone gap works so if you have a game that is more event driven and not real-time, it could be a good solution.

    I'm busy with some other projects but i'm absolutely interested in seeing this process demystified.

  • Cool, no i was serious about 22gb.. basically what Tim has made is an actual complete linux VMWare machine image that has the complete dev environment in order to create the APK for Ouya.. yea that's a serious download, but I believe they are looking to make it an amazon web service eventually possibly in the near future so it could be something we could access.. the idea is that with this VM you would then take the project source drop it in a folder. Basically the same as using a service like XDK, CocoonJS or what have you, you're simply doing all of the compiling with a local VM rather than using a web service.

    From what I gathered, while less convenient is basically a much truer conversion than going through one of these other services.. https://github.com/ouya/docs/blob/master/construct_2.md

    http://24.18.40.45/chromium/ChromiumUbuntu64.tar.gz this is the 22gb linux image for VMWare.. you should be able to use the free version of VMWare to open this machine.. to dcompress it use tar zxvf the.tar.gz in the terminal

    Oh and yea basically what he's using is Chromium https://github.com/ouya/docs/blob/master/chromium.md to achieve the good results he's had so far.. but again this all uber-new to me.. I've never used VMWare (I'm fond of Parallels) and I don't mess with Linux, so I'm slow and this is a terrible week for me to get my more pressing work done let alone spend time exploring this, but I will be doing it soon.

    I'm very impressed with Tim's ability to help and he's one of the guys who's worked extensively with porting various tech to Ouya so C2 is something he's very familiar with and they are definitely doing their part to help bring all of this to us.. its just not quite 100% polished / documented yet but should be soon.

    Also my hope is that if they can really provide us with a clear path to solid Ouya porting, Scirra will step up and perhaps explore what they could do to help offer a real export option that might help the process be smoother and more streamlined.. rather than it continuing to be a kind of hack / fringe platform.

    Thanks!

    Caleb

  • Another quick update. I was contacted by Tim from Ouya about this subject. First of all there is a thread out there for anyone interested to post here http://forums.ouya.tv/categories/construct2-on-ouya so they do have C2 in mind.

    What's exciting is there is a pipeline in development. right now it's not a web service yet, but they have a linux build / virtual machine that can basically act like Ejecta (though about 22gb bigger.. lol) that you can just put your output folder in and it kicks out an APK for Ouya.

    I'm dealing with a few immediate client things right now taking my priority, but I am interested in test this out and getting something made with C2 on the Ouya store. I'll keep reporting in and once I've had a chance to figure out what's what, I'll share how it's going and how you can do the same thing.

    I'm sure that if we can prove it works, the Scirra folks might be able to help out to see what can be done on the C2 side (if anything) to make this process easier.

  • Also turns out Sticky Sticky wasn't made with C2. I got a response from the developer:

    "actually my game does not uses Construct, it's plain html running on OUYA via phonegap system ( phonegap.com ) "

    but maybe a C2 game made WITH phonegap could? i'm not sure about controls support though.. anyone know how that's achieved or perhaps the phone gap exporter for C2 includes mapping for joystick controls that Ouya recognizes?

    Thanks

    Caleb

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