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.
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.
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?
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.