0 Favourites

[Guide] Making Mobile Games Using Construct 2

  • <center><img src="http://www.aeonity.com/xuanming/images/phone_gap.jpg" border="0"></center>

    I wrote an short article on my blog regarding how to create mobile games using a combination of Construct 2 and a HTML5-to-native-mobile-app software called PhoneGap. The guide can be found at this link. Note: This is specifically written for Android phones, but PhoneGap also supports iPhone and Blackberry platforms.

    Hope this helps somebody who is toying with the idea of making mobile games using Construct 2. Let me know if you run into any problems with the guide.

  • From step 8 I'd say you are using an old release of C2.

    R54 exports a jquery file by default in the exported folder, and the content of index.html isn't accurate.

    Now the runtime is launched through :

    <script src="c2runtime.js"></script>
    
        <script>
            // Start the Construct 2 project running on window load.
            jQuery(document).ready(function ()
            {
                // Create new runtime using the c2canvas
                  ?cr.createRuntime("c2canvas");
            });
        </script>
    

    If people copy/paste from your code, they might end up with an error or a slower runtime. (to be confirmed)

    As I don't have a phone, I can't test the rest of the tut, but it seems pretty straight forward and simple to put to use.

    Maybe you should write a tutorial about it. This way you can be sure your tutorial will be viewed and used, and not getting swallowed by the quantity of daily topics/posts.

  • Thanks a lot Kyatric! I updated the guide to reflect the changes to the new version of Construct 2. :)

  • Seconding a call for porting it to this site. I think a lot of users would find this really useful, so it deserves to be on the site where a lot of people will find it!

  • this guide is genius! I'm going to try it out on my Android. :-)

  • Construct 3

    Buy Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Buy Now Construct 3 users don't see these ads
  • Awesome tutorial barefists! <img src="smileys/smiley32.gif" border="0" align="middle" /> Just what I was looking for. I don't have an Android phone but after following your tutorial I tested my game on my Android Emulator, and it works great! <img src="smileys/smiley4.gif" border="0" align="middle" /> Games run a little slower on an emulator but almost unnoticeable to the gamer. Just a request but would you consider writing another tutorial on how to upload, and sell our games on the Android marketplace?

  • I've looked in to it and Android 3.0+ has hardware accelerated canvas. Not sure when that's coming to phone handsets (it seems to be tablet only right now), but I'm sure it will soon!

  • Has anyone gotten sound working correctly via this method on Android?

  • Could someone please translate that to Symbian? can't get my head around that Cygwin thing :(

  • Damn, I just wrote a big post explaining my tests on the iPhone, but I timedout and lost it <img src="smileys/smiley19.gif" border="0" align="middle" /> <img src="smileys/smiley19.gif" border="0" align="middle" /> <img src="smileys/smiley19.gif" border="0" align="middle" />

    Short version:

    Performance isn't good on an iPhone 4.

    I had an animated sprite rotating 1 degree every tick. With each tap, I added one of these.

    By the 15th sprite, the FPS started dropping. With 30 sprites, it ran about 10 FPS.

    For action games it's unnaceptable, but for simple, turn/text games it should be fine. <img src="smileys/smiley9.gif" border="0" align="middle" />

  • We're waiting for iOS 5, which has a hardware accelerated canvas and should be much faster!

  • We're waiting for iOS 5, which has a hardware accelerated canvas and should be much faster!

    I have an iPod with iOS5 beta at work, I can post my results there on monday :D

  • Sweet, eagerly anticipating the results! :D

  • 'sup folks!

    Just ran a small game I made test C2 and the results on iOS5 were impressive. It ran really well, over 30 FPS for sure.

    But my game was intended to be light, so I added a few more objects and made the biggest sprites rotate with every tick. There were no significant changes in the framerate, although we made a garbage collector to help improve the performance and seconds before running it we had some slow down.

    I didn't test sounds on this game. Nor the recent physics.

    I am very impressed by the results, now we just have to wait for these improvements to go live. :D

  • gammabeam That's great news! Thanks for the update

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)