Noob & Screen sizes

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Post » Mon Mar 25, 2013 1:30 am

[QUOTE=nutmix] @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.

[/QUOTE]
nutmix, sticking to iPad: Do I use 1024x1024 with Crop? Will it scale on iPad3? What size do I put as layout?
Thanks
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Post » Mon Mar 25, 2013 2:02 am

Maybe it's just me, but I tend to not start designing projects that fully depend on features that are not in the product yet.... just sayin...
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Post » Mon Jan 13, 2014 1:44 am

i cannot help but respond on the way you explain how "The Legend Of Zelda" renders it's sprites.

it uses a old version of the knows spritesheet.
it's build in one of N's own engines and they're always a bit different than most common engines.
but technically what it does, is loading a grid of numbers:

111111111
000000000
111111111
555555555
555555555

^ in the above example: (which is a VERY tiny script to load to start with, every number represents a small image)
1= grass
0=path
5=trees

games like Minecraft & Terraria both work in the same kind of way.
but, with randomization added.

the good part is:
C2 is capable of these techniques! including randomization, physics, and constantly improving! (i love the way it updates without messing my projects up! (so far)

now back to work!

~LL
~LL

"90 Degrees" powered by C2 on Google Play: https://play.google.com/store/apps/deta ... etyDegrees
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Post » Mon Jan 13, 2014 1:48 am

@GamerGon: [QUOTE=Anonynoise] i cannot help but respond on the way you explain how "The Legend Of Zelda" renders it's sprites.

it uses a old version of the knows spritesheet.
it's build in one of N's own engines and they're always a bit different than most common engines.
but technically what it does, is loading a grid of numbers:

111111111
000000000
111111111
555555555
555555555

^ in the above example: (which is a VERY tiny script to load to start with, every number represents a small image)
1= grass
0=path
5=trees

games like Minecraft & Terraria both work in the same kind of way.
but, with randomization added.

the good part is:
C2 is capable of these techniques! including randomization, physics, and constantly improving! (i love the way it updates without messing my projects up! (so far)

now back to work!

~LL[/QUOTE]

~LL

"90 Degrees" powered by C2 on Google Play: https://play.google.com/store/apps/deta ... etyDegrees
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