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About PKrawczynski

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  1. You can't. Even when ios6 and android 2.x will be only 10% of market a lot of publishers will just refuse to buy your game. Im really glad and happy that Ashley did understood our case made on scirra forum, because it was severely needed by all members that use construct2 to actually make games that sell
  2. Please, everyone that uses construct2, lets try to change world a bit and make it better, go there and sign it if you agree that construct2 needs meaningfull fullscreen workarounds otherwise we will stop upgrading wchich is bad.
  3. Android 4.4 (KitKat) includes Chromium-powered web view

    Thats great because with those hacks enabled games Ive made play with hidden as much as possible browser elements, and without (after construct2 update) my clients asked me to fix and hide browser elements. I know you cant FULLY hide everything with hacks on iOS but its OKAY. Its better than not hiding anything at all wchich c2 does now. Dont get me wrong but if I was a new user and didnt knew to stay with 146 it would render whole software useless to me.
  4. Android 4.4 (KitKat) includes Chromium-powered web view

    Considering that you recently removed fullscreen hacks in favour of fullscreen api it does really sucks as construct2 will have no way to play games with hidden browser bar, even though those hacks worked reliable and stable on ios and android since no client of mine ever reported any problems with that. I pretty much dont update c2 since 146 release because of that. Could you maybe consider reimplementing that? I remember seeing message in update notes that you dropped those hacks because fullscreen api works on android and is far more reliable. Well as we see now even android doesnt really support fullscreen api I guess.
  5. iOS7 is going to break your games

    I got fucked so hard by apple because of this, that maybe I should sue them for rape. It cuts of bottom of gameplay with construct2 no matter settings or if you rotate device twice. All work got undone by one single dickish move from apple. I quite started to respect them as a long time windows user but boy oh boy, it got on my nerves so hard if there was some iSpot near streets I would break some glasses. If it was any other company worldwide bitching could maybe do something for the matter and make them fix it, but since company catchphrase is "Think different" I think we are in deep shit as html5 devs.
  6. Surge in HTML5 interest on FGL

    Im not convinced. Sorry but sponsors have terrible expectations with flash right now (1k $ for game that clearly had enough effort to fill 2 person team for a month) and you say its even worse for html5? I might add some html5 game later on fgl but there is nothing that makes me feel like I need to.
  7. My Income Reports Blog - Updated for August

    Thanks for sharing! Could you maybe say on what portal you published your game to get that 10$ daily on leadbolt ?
  8. whats a good tablet to buy for testing

    You can buy ipad1 for as cheap as 175$ if you search long enough If you are going for android try to find something with around 2x1ghz as this is pretty mediocre cpu used in wide range of devices and probably you can get it for 100$ as nexus7 can be bought on amazon for 200$ (and it does have quad cpu) Overall I would say "good" devices to testing are the bad ones. If your game can run at 30 fps stable on mediocre or worse tablet, it will run perfectly on better devices.
  9. "drag and drop"

    I would highly recommend construct2, as its fairly easy to learn, doesnt need code at all, and all logic can be laid out visually in so called "Event sheets" by user plus it comes with great examples so im quite sure it would be of great help to understand all of this to you Its also entirely free for non commercial uses and can export to html5 - wchich can be viewed by users on tablets without any problem.
  10. Is suboptimal performance normal with phaser?

    Yes basically any demo from test suite doesnt run well for me but maybe because i kinda expected 60 fps and Ive tried demo examples from various engines - so far I see that canvas rendering is very struggling with large bitmap moving in the background.
  11. I really like this engine, only thing Im not really happy with is that every single demo that features scrollable image on screen - lags pretty badly on my desktop and ipad (it works okayish on iphone though - around 30fps). Is it because of typescript and targetting es5?
  12. How to combine multiplie js files into one

    Hey, Ive just moved from flash here, as well so I had same confusion. You should divide your code normally as you would with flash, into objects. Working with assets is quite different from actionscript because from what I see everything should be loaded as nothing is embedded into game - because its javascript. So your whole game.js is loaded into webpage at start and then you load preloader assets, after wchich you create preloader that displays progress of loading rest of game assets. Rich was kind enough to post his boot and preloader on phaser forum within this topic:
  13. How to combine multiplie js files into one

    If you could possibly post that GruntFile.js that would be great Thanks I will take a look at that as well - is it hard to start with?
  14. Hey, Im pretty much just starting with html5 development, tested few engines and it development environments, its going quite well but im having problem to set up myself some system that would merge multiplie js files into one "game.js" I know it should be possible with grunt tasks because typescript example Ive downloaded had configuration that made me something like that. But since im not going to use typescript I would need something that works with plain js and grunt-concat might be what Im looking for, but everything stopped working after Ive used it So please, any protips are much welcome as im clueless
  15. You definitely should contact deltaluca - creator of nape, His vast and deep knowledge of physics is pretty amazing.