Noob & Screen sizes

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Post » Wed Sep 12, 2012 3:48 pm

@Ashley Thank you so much. And congratulations for the customer support I signed in less than 24 hours ago and I have solve all my doubts so far, the best I have ever seen.

@GamerGon We (my friend and I) are really noob in game designing so we still do not know how to manage those things, we thought of designing a huge background, but we also realised that would not be possible....
We really need a tutorial on game designing.... Thank you so much!

P.S. Sorry for my poor english. I try to do my best....
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Post » Wed Sep 12, 2012 4:03 pm

@BrianOD It's ok, I'm just learning some things too, specially about Construct 2 -> appMobi -> IPADs. That's why I thought it could help you :)GamerGon2012-09-12 16:11:24
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Post » Wed Sep 12, 2012 4:16 pm

@GamerGon Thank you, I think that we will speak a lot (in fact youll speak and Ill listen & take note ), because thats our target....
I still cant figure out how to design a game that works in two devices with so different sizes as iPad & Iphone....
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Post » Wed Sep 12, 2012 5:14 pm

Iphone & IPAD have different aspect ratio, so the same layout size won't work the same on both devices. That's why Ashley recomends to make your background a little larger to fit both.

On the other hand, the same layout size does work for the SAME device (any version) because they have different resolutions but same aspect ratio and Construct can scale up or down perfectly.

Finally, it's easy.
All you have to do is a example project, with just a background, then export it to appMobi and see their ipad/iphone web emulator.
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Post » Wed Sep 12, 2012 5:19 pm

An how big should that background be for a static backcground game and for a scrolling (vertical and horizontal) game??

(I am really looking foward to get home ASAP and start designing... )
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Post » Thu Sep 13, 2012 9:50 pm

@Ashley, the supporting multiple screen sizes is good, but only covers a very small percentage of what is needed for mobile. Mobile is a completely different beast to PC games, and you have to have both landscape and portrait layouts (I would love to put them on the same layout, but havent figured out how to do this, as you cant change anchor parameters at runtime). Also, you have to implement swipe, getting rid of the address bars, Handling wildly different screen sizes, aspect ratios and pixel densities.   Those 12 points I put in are essential to supporting mobile - the competition all do swipe, no address bars and landscape/portrait etc, so we have to.

If I wrote a supporting mobile tutorial now, it would be 10 pages or more - its not easy (not because C2 is bad, but because its genuinely hard, and not many people are doing it - they use phonegap etc).

I thought I had finally a perfect solution to cover all of our target platforms, now the iphone5 has come out with yet another resolution, and I expect it will be difficult to detect it server side (i.e the useragent string will be the same)
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Post » Thu Sep 13, 2012 11:55 pm

Well, doesn't letterbox scale do most of that for you? It will handle different aspect ratios, wildly different screen sizes, and different pixel densities too, as well as providing a basic implementation of handling orientation (just scale to fit the new size). You can create a customised anchor by using the system viewport expressions. Are you sure you are not making it unnecessarily complicated by reinventing the wheel in crop mode?
Scirra Founder
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Post » Fri Sep 14, 2012 8:17 am

@Ashley & @Nutmix,... so how big should a background be to develop a static (like tetris) game that fits in most devices??

And for a scrolling game like a racing game??

Thanks!!!
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Post » Fri Sep 14, 2012 9:43 am

People don't seem to understand that letterbox scale is totally inappropriate for commercial mobile games.   The black bars are not acceptable to any customer, and when you rotate to landscape, most of the screen is black bars so you cant even use the gui as the buttons are too small.

The GUI has to cover the entire screen keeping the aspect ratio.

None has black bars in their casino/gambling games. Look at the html5 slots from companies like IGT, NetEnt, Probability etc. (e.g. on William Hills and paddypower mobile websites).

We have developed about 100 Flash games, and a number of games based on the BigWorld and Unreal engines. For us, all desktop and mobile applications will be done in Flash and Air, as this is a superior platform if one has the flash expertise.

However, where Construct 2 offers huge value is in its HTML5 mobile games development - there is no competition in this space.   When it gets a few more mobile focused features, I will be able to sell it many times over. :)
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Post » Fri Sep 14, 2012 9:51 am

@BrianOD

WE use 1024x1024 for our backgrounds, as this is the max resolution of the ipad 1 & 2 and 3 with retina turned off (which is why we export the project into two separate versions - one for ipad 1&2 and one for ipad 3 as you cant turn off retina display at runtime).   An easier option for you might be to scale the game up for ipad 3, and keep retina display option on. This is because detecting the difference between ipad 2 and 3 requires javascript (cant be done using useragent).

Scaled versions of the game look good, and surprisingly don't seem to impact performance.

There are android tablets out there with greater than 1024, we currently dont support these as we dont have time to test them.

Android is your biggest nightmare - stick to iphone and ipad to start with (but dont expect it to run in iphone3 - its shockingly slow - we get 1FPS compared to 200 on ipad 3). Unfortunately, you need javascript to detect the iphone 3 (not 3gs) to put up a "not supported" page.

Actually - just had an idea - it might be possible to write a quick speed test in C2 when the app starts up (e.g. move a sprite with some effects), and if it gets less than say 10 fps then put up an unsupported message.

nutmix2012-09-14 09:55:38
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