Disappointment and obstacles

Chat about anything not covered in these forums, but keep it civil!

Post » Mon Jan 13, 2014 8:27 pm

I know I am expecting too much!

I have this great idea of making a game with hand drawn graphic as background. Imagine a long vertical strip, think Bubble Bobble but going up instead for down when think of level change.

The graphic is about beginning at the surface, at the very bottom.. grass, mushrooms, travelling up, to trees, then oh a lake, then again, land, then up in sky, further up in sky clouds, then yeah you get it... all the way up to the space and moon!

But yes.. graphic intense!

Oh the game is kind of break out style but with some twists and different approach for lives and losing.

That graphic I haven't drawn yet but I have done sketches on paper. I have placeholder graphic now.

The screen is 1024x768, and the play area is 768x768 square but the background cover the entire screen. Gui to left and right, also serving as "touch" areas. The Layout is taller than that, right now 20 levels high so 20x768, and the position is set by scroll to sprite a big sprite the same size as the screen size. Using LiteTween to the change level and I love it.

On my computer it works nicely. No problems.

When I tested the same game on Safari on my ipad, the background is gone, and the game is slightly slower but playable. But hard to play because of I am not able to remove the bar at top, it is not possible to use safari in fullscreen mode.

Now I thought, eh better to try out the basics properly.

At first I was going to use MobileGap but I did not understand any thing about the signing process. Ok, I have a macbook I can borrow for the signing part. But where to get the certificate? The file prepared?

Scrap that.
Go to CocoonJS instead. Ok. Uploaded the zip file to my site, installed Cocoon app on my ipad. Started the game... oh omg, only 5 fps! NOT playable. And lots of glitches too.. .It is so insane compared with Safari! And this still persist when I removed the background altogether.

I then looked at app store for browsers that support fullscreen, installed a few of them but apparently Safari is best optimized.

What do you think? Should I give up my idea? Or maybe only for web? And make another style game for ipad instead?

Small ideas I have: make the level strip a little shorter. maybe 10 or even only 5 levels high at a time, and have a kind of intermission game (maybe to collect extra lives) between the layout strips.. hmm.
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Post » Mon Jan 13, 2014 8:43 pm

Apple doesn't allow third party browsers. All of the others available are based off of Safari, including Chrome.

I have never had the opportunity to try to go with the native route since Apple only has one method, and that requires a license.
However I'm fairly pleased with the performance with "Add to home screen" on my Ipad 3.

Someone really needs to start pushing people to use that method.

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Post » Mon Jan 13, 2014 9:07 pm

Funny that about the Safari thing because the other browsers are slower and Safari has best performance. Could be other things too...

I actually tried the Add to home screen route quite quickly remembering my iphone, but on my ipad it still retains the browser bar. Either it is my ipad4 or it is the new i0S....
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Post » Mon Jan 13, 2014 9:09 pm

I will be blunt.

If you want near perfection on desktop and mobile, Flash is your solution. It works consistently on all mobile devices. It lets you do sounds, visual effects, and more without worry. It is high performance (compared to HTML5), and it has been for many years now.

It simply works.

HTML5 is still very, very new, and your results will be inconsistent at best. Your experiences are normal, and don't expect it to get any better soon.

See the biggest problem with HTML5 is it relies on technology companies working together. LOL! LOL! Sorry, but I couldn't complete the last sentence without laughing. Let me continue.

If you want to develop HTML5 games with the minimum of fuss, HTML5 isn't yet the way to go. Stick with Flash, and experiment with smaller HTML5 games on the side until the technology fully matures.

P.S. Your game sounds wonderful and refreshing. We need more artists like you making games. Don't give up, OK?

Stevestevefromio2014-01-13 21:46:48
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Post » Mon Jan 13, 2014 9:12 pm

Flash doesn't work on Ios.
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Post » Mon Jan 13, 2014 9:15 pm

/edit thanks Newt.. I thought so)

And IIRC Apple does not support Flash at all on their portable devices (Ipads and Iphones) .. Or does it? I never had Apple product (besides apple II) so I can't tell for sure.
Joannak2014-01-13 21:15:41
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Post » Mon Jan 13, 2014 9:34 pm

Yes it does Newt, and well. All you do is compile for Air and it works natively.
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Post » Mon Jan 13, 2014 9:37 pm

It is funny Joannak, I was under the same impression. Maybe that is why so many people made the jump to HTML5. LOL!
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Post » Mon Jan 13, 2014 9:37 pm

I wrote a long nice reply, and of course error message.... Have to start to remember always do ctrl+C! (however I wish Scirra could code so that the text could be retained even if error message is shown. some sites do that)

But I want to thank you all for your replies, both the bluntness and the encouragements.

I will write again later or tomorrow, so tired now.helena2014-01-13 21:38:29
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Post » Mon Jan 13, 2014 9:54 pm

@Helena I like the graphics you have made, it may well be that there's some detail in code (or iOS tools) that cause unnecessary slowdown and can be eliminated. It may take some effort but I'm quite sure it's nothing totally impossible.

@stevefromio Oh.. Apparently so: https://www.adobe.com/devnet/air/air_for_ios.html Well, live and learn. Not that I'd be any more keen on having those thingies, but it's still good to be informed.
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