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The Chris Street

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14th June, 2018 at 14/06/2018 17:16:04 -

No. I'm not sure it ever will, at least in its current form. I'm thinking of turning my focus towards Android/portable projects.

BTW - Zone Runner: Portable will be out on Android on Tuesday 19th June, all going well

 
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UrbanMonk

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14th June, 2018 at 14/06/2018 19:29:30 -

And an iPhone version?

If you need help with that let me know.

 
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The Chris Street

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14th June, 2018 at 14/06/2018 21:26:55 -

Thanks, I appreciate the offer I might take you up on it (although I do have the iOS exporter anyway)

 
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AndyUK

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15th June, 2018 at 15/06/2018 01:23:13 -


Originally Posted by The Chris Street
No. I'm not sure it ever will, at least in its current form. I'm thinking of turning my focus towards Android/portable projects.

BTW - Zone Runner: Portable will be out on Android on Tuesday 19th June, all going well



I bought the Android exporter ages ago. I don't know why I never made anything for Android.

 
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15th June, 2018 at 15/06/2018 15:30:11 -


Originally Posted by The Chris Street
Thanks, I appreciate the offer I might take you up on it (although I do have the iOS exporter anyway)



Well as long as it doesn't have any Andriod specific code and it's the correct resolution you're good to go.

Another issue is the new iPhone X. I managed to get most of my apps working on the new screen size, but one of them is a little more difficult to adapt.

Also once you get it working on that screen you have to make sure it still works on the older ones also.

 
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The Chris Street

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15th June, 2018 at 15/06/2018 16:48:53 -


Originally Posted by UrbanMonk

Originally Posted by The Chris Street
Thanks, I appreciate the offer I might take you up on it (although I do have the iOS exporter anyway)



Well as long as it doesn't have any Andriod specific code and it's the correct resolution you're good to go.

Another issue is the new iPhone X. I managed to get most of my apps working on the new screen size, but one of them is a little more difficult to adapt.

Also once you get it working on that screen you have to make sure it still works on the older ones also.



Nothing Android specific apart from possibly AdMob but am I right in thinking this works on iOS also?

 
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15th June, 2018 at 15/06/2018 20:11:45 -

There is an AdMob object in the iOS exporter. Not sure if it works the same way or not, but I can't see why not.

 
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28th August, 2019 at 28/08/2019 14:47:33 -

What's everyone been working on recently?

 
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MonadoBoy64

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28th August, 2019 at 28/08/2019 18:59:56 -

Well, I'm releasing four games next month!

Edited by MonadoBoy64

 
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MonadoBoy64

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30th August, 2019 at 30/08/2019 21:18:01 -

Actually, fives games

 
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UrbanMonk

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1st September, 2019 at 01/09/2019 20:09:00 -

Well Clayton and I released Splotches for iOS and PC.

I have a few little apps I'm working on.
Here is the project I'm currently working on for iOS:
https://soapcow.com/games/niknak/

It's done mostly. I just need to finish the bosses and make the ending sequence and it'll be done.

 
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BigAl0104

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2nd September, 2019 at 02/09/2019 01:48:51 -

I'm working on a Remastered version of one of my past games, Alex & Friends' Quest.

 
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17th October, 2019 at 17/10/2019 11:38:30 -

I've been working on a simple WebGL game engine.

Image

I'm currently getting a stable 60fps with up to 50,000 sprites on my laptop. That compares to 11fps using Pixi JS, which is generally accepted to be the fastest 2d WebGL renderer - of course, Pixi JS is much, much more powerful in terms of features, and this is not a good test of real-world performance anyway.

Although it may not be very apparent, my engine is actually inspired by the original Gameboy. You'll get two scrolling background tilemaps (the GB only allowed 1, but having 2 allows for easy parallax scrolling), one layer for animated sprites, and one non-scrolling foreground tilemap (used for the HUD, dialogs, menus, etc). Both sprites and individual tiles can be flipped, mirrored and/or rotated in 90° increments. There won't be any limitations on tile size, colour palettes, etc.

 
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