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  • #5796

    Jay Kyburz

    Hello Felgo team,

     

    I’m trying to evaluate a variety of tools for my next game. I was wondering if you could help me by answering a few questions.

     

    My game needs has fairly heavy UI requirements.

    Does v-Play support nice aliased ttfonts?
    Text input boxes and other standard UI elements?

     

    My game is primarily a multi player game but simply needs to make HTTP requests. Supported?

     

    On the pricing page its says your tools support local builds of my game, but on the deployment page it suggests I need to use the build server for Android and iOS? Can I build iOS and Android locally? If you guys go out of business will I be able to build my game and deploy to the app store?

    #5797

    Jay Kyburz

    I forgot to say at the start that I think v-play is the most promising of all the tools I have looked at before. I think you have a great looking tool here,

     

    #5798

    Christian
    Felgo Team

    Hi Jay,

    the way we render TTF fonts is rendering them to a texture, and do not just scale a low-resolution text up on high resolution devices but render it in retina mode so your fonts are crisp on all kind of devices.

    Regarding input, we support native UI elements including a message box and text input dialogs. For custom input dialogs, you can use the TextInputVPlay component.

    For Http request, the XMLHttpRequest component will be your friend. 😉

     

    Local building is currently supported for the desktop platforms Windows, Mac and Linux and for Symbian and MeeGo. For iOS & Android, our build server allows you to build games for iOS & Android within a minute and then just scaning a QR code to deploy the game to your devices. This gives you the option to test your games on multiple devices easily, and to develop and test for iOS devices from Windows without a Mac. We will add the option for local building in early 2014.

    If you have any more questions just let me know 🙂

    Cheers,Chris

    #5799

    Jay Kyburz

    Thanks Christian, what about downloading textures or images at runtime so they don’t need to included in the initial game download.

    #5801

    Christian
    Felgo Team

    You’re welcome Jay!

    Great point – we recently added the DownloadablePackage component to achieve staying below the 50MB limit of mobile app stores.

    Cheers, Chris

    #5802

    Christian
    Felgo Team

    I think this component is really powerful, because you can load arbitrary data from the web and update your game without going through the app stores: think of downloadable level packs you can use as in-app purchases for example.

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