Ninjadoodle's Recent Forum Activity

  • Hi Guys

    Just wondering if anyone has any ideas on this, I'd love to get to the bottom of it

    Thank you in advance!

  • Bump

  • Hi Guys

    I've been testing a game on my server and noticed, that when I play it in Safari for the first time, everything works fine, but after reloading, the sound no longer plays. My test game only has one small sound file (its a click sound).

    Has anybody experienced this? I'm wondering if I might be doing something wrong.

    Thank you in advance!

  • Thanks very much for your help!

    I was missing the string part! Instead I was making a variable and setting that to fps, then trying to display the variable in the text box. This way is much easier haha!

  • Hi Guys

    I know about the fps expression, however I can't seem to get it to show on screen inside a text box.

    Is there a simple way to make an fps counter?

    Thank you in advance!

  • Yeah, I don't think so either. Would be a good addition

    Thanks for the reply!

  • Hi guys

    Is there an easy way to select a sprite on stage and swap it for another one in the library?

    It would speed up my process a lot if I didn't have to do it manually (drag it into the location).

    Thank you in advance!

  • - No problem

    Got it! Turned out to be the lock on the side of the phone

    This is what happens when you give an iPhone to someone who's never used one before!

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  • Just tested Chrome on the iPhone and the sound worked fine.

    Any idea whether there is a workaround to this issue, or is it a Cocoon JS bug?

    Thanks again!

  • Hi Guys

    Im testing a game on Iphone 4 and Ipad 2, running through the CocoonJs Player on the devices, but sounds don't seem to be playing.

    I have a sound that is supposed to play when an object is touched. This works fine on the Galaxy S3.

    Any ideas on what the problem might be?

    Thank you in advance!

  • Hi Ashley

    I don't have any benchmarks, as I'm still learning the process and mainly going by research and other peoples feedback/experiences, with loading high res. images on low spec devices.

    I'm happy to give your way a go, but I would like to ask a couple of questions ?

    • If I want to make sure my game plays well on HD screens (1920x1080/1920x1280) would the best approach be to ?

    1. Make a game at lets say (1920x1280) and scale it down for older devices?

    2. Make the game window 4x smaller e.g. 480x320 and import all the sprite graphics at 4x the size and scale them to 25%, then scale the whole window up to the desired resolution.

    Will HD graphics at this size still be optimal for lower spec devices?

    Do you have any other tips regarding this?

    I am all good with scaling(letterbox etc.), but I need as much info dealing with this as possible.

    If anyone has any experiences or tips, I would really appreciate them.

    Thank you!

  • Hi Ashley

    (I pasted this from the other topic I posted in - scirra.com/forum/topic83270.html)

    That's actually the standard way of dealing with different ratios and pixel densities. Don't get me wrong, I absolutely love construct, but I really think this is a very important missing feature.

    Most of the top SDK's handle loading assets this way - Corona/Gideros/Stencyl, even Gamesalad as a resolution independence feature that allows you to load HD assets.

    You wouldn't necessarily worry about creating 1.2, 1.5, 1.7x assets etc, but you should definitely worry about loading low res graphics on low powered/lo-res devices and loading hi-res assets on high powered/hi-res devices.

    So, having at least 2 sets of assets - one SD and one HD would definitely be the way to go.

    Trying to run a game designed for 1920x1080 on a 480x320 Android device might not be optimal as far as speed goes and neither would the opposite, as the graphics would look very blurry/pixelated.

    The other bonus is that if you decide to update your apps in the future ( as resolutions get higher ) you can just upload higher resolution graphics with a (for example) suffix and the engine will take care of the rest ( only use those graphics if the device is a very high definition TV or tablet ).

    If you design your graphics as vectors, then exporting different sets of assets is no issue at all :)

    I really think that this would a really good feature for Construct 2 to add as it is currently the best/only way to make sure you graphics look good across a range of devices (short of using vector graphics).

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Ninjadoodle

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