Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by KenD

We've got a game with a native resolution of 960x640 and some pretty large animation tiles (not my decision, I swear!) It runs just fine on the desktop and on the iPad, but when I try to load it on the iPhone4, it crashes the browser. I've gone through the docs for mobile platforms and disabled sound and set the canvas to 480x320 and set the game's screen size to 960x640 at 4x scaling but no luck. (Note: I've tried multiple other resolution/scaling combinations as well.)

I'm fairly sure it has to do with the large graphics being used, since other Impact games work fine, so my question is really what do people do in order to have desktop and mobile versions of their games that use different graphics sets, without having multiple versions of each entity and level?

1 decade ago by Arantor

How big are your tiles? There were issues with 256x256 on some iPhone models and 512x512 on others.

1 decade ago by KenD

Most of the background tiles are 320x320, while most of the entity tiles are 210x210.

The current (baked) build of the game is here: http://www.proximity-lab.com/clients/bncl/labdash/

(My designer just added a bunch of UI elements, so the HTML/CSS is not optimized for mobile at the moment.)

1 decade ago by jswart

The listed controls are wrong on PC. The up and down arrow keys move lanes, I couldn't figure out how to slide.

Just a heads up. Wasn't sure if intentional or not.

1 decade ago by KenD

Yeah, waiting on new visual assets for those. :) It's up and down arrow to move, space to jump, x to slide and a for shield. You can also click above the player to jump, below to slide, or click+drag up or down to change lanes (for mobile platforms, mainly.)
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