0plus1's Forum Posts

  • steenosterby code sent, enjoy!

    For the screen use this excellent template.

    I develop on window in c2 once finished I move everything to my mac and started building in xCode (with PhoneGap) if something was wrong back to windows and c2. It's tedious but necessary and I learned so much that my next game will not require so much effort.

  • Joannesalfa I don't understand what you mean. Without a licence you can test on the simulators (which are fairly accurate). To test on device and distribute on the appstore you must buy the licence.

    The problem with adding an online app to Home Screen is that you can't monetize it.

  • CodeMasterMike my goal is to succesfully do what you stated, the problem is that injectng another image in a sprite is an hack and as a mobile developer my current goal is to assure 100% compatibility across all browsers (mobile and desktop), which means taking baby steps until all quirks are worked out. If you are developing only for desktop there is this excellent Plugin.

  • CodeMasterMike

    To be honest I haven't tested it in WebGL, hang on, I'm in the process of using it for a Chrome Web Store App and I'll need WebGL. As soon as I fix it I'll let you guys know.

  • vandinz Thanks for the spellcheck :-)

    About the money I don't know, about the quality it's true, in reality it's not quality but polish. I see tons of GREAT games posted in this forum that are literally ruined by a lack of polish, this is the reason why on the App Store you can see very "stupid" little apps and see a complex one get rejected, because as simple as they might be, the little they do they do it great.

  • After 2 month of hard work I managed to publish what I believe is the first app made with Construct 2 to reach the App Store!

    The "Game" is an educational application for autistic or otherwise impaired teenagers and adults and teaches how to recognize the emotion that a person is feeling. By the way, it's entertaining even for an normally developed individual as it's not so easy to infer emotions from just a picture, plus there is an hard mode with peculiar words that also tests your vocabulary.

    I think that this app shows the versatility of construct 2 since it's not strictly a game. It generates each "play" choosing random non repeated synonyms from an internal emotion dictionary and then lazy loads the correct emotion from a pool of thousands of images. It also supports multiple languages (currently en and it, soon de, fr, es)

    It's compiled with PhoneGap (1.4.1) using the low latency audio plugin (see my tutorial) and employs the native alerts (using a custom plugin that I'll soon publish).

    Links:

    Feel Trainer APP Store (Whoever wants to try it just pm me and I'll send you a promo a code so you'll get the game for free).

    Feel Trainer google Play (Android) (For Android there are no promo codes AFAIK).

    Tech Stuff:

    If you are serious about developing mobile apps the bad news is that you'll have to compile PhoneGap yourself, the online service is too limited and certain features (like the alerts or the native audio) must be tested before release.

    Even if I had (and still do have) reservations about c2 (and in general HTML5) I can honestly say that there is nothing you can't do with it, granted that for some of them you'll have to get your hand dirty with plugins, but basically every single part of the engine is editable so there is no limit.

    Before stopping here I tried almost every HTML5 game framework and c2 is the best even if it's in the form of a game maker (with all the attached issues) but Ashley knows what he's doing and he keeps up with the latest specifications and technologies.

    I hope this first milestone will encourage more developers to approach c2 and in turn scirra to offer more developer friendly options.

  • Ashley yes packaged app. It's a very new thing. I wanted to find out how to host my own app to sell on chrome as it was too big, and noticed no mention anymore of the 10mb limit on the developers page, tried to upload a 42mb zip and it worked! Not only but it appears as NO limit is enforced anymore for packaged apps!

  • Good to know this is of zero interest. <img src="smileys/smiley11.gif" border="0" align="middle" />

  • Public service announcement.

    The Chrome Web store has no limits of size anymore. Just uploaded 44mb of application.

    Just a heads up to Ashley

  • Ashley

    I'm using the Low Latency audio plugin and on android the music keeps playing even when the application is not on screen, I need something like what you've done for the native audio plugin of phonegap.

    Thanks

  • Is there an event to check if c2 is suspended/resumed in phoneGap?

    Thanks

  • Pode sorry but it still do not work. I ended up making one myself check here: scirra.com/forum/topic51261_post323173.html

    The way I did it is the only way, and as far as my knowledge goes you can't do it in a behaviour.

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  • Ashley

    Thanks, with your help I made this plugin: scirra.com/forum/topic51261_post323173.html it now works perfectly.

  • This plugin loads an image inside a sprite at runtime (lazy loading).

    To use this, add the object to the layout, position it (currently I only support top-left hotspot), then add the action to load from url.

    If you need to lazy load an image outside construct2 this is the plugin you need (read the FAQ).

    This plugin works with every browser either mobile or desktop. If you find a bug/error please report it so I can update the plugin.

    Get the

    latest version (v0.5b)

    CHANGELOG:

    v0.5b (April, 18th 2012)

    -First public release

    ---------------------------------------------------------------FAQS

    Considering that we already have one behaviour and one plugin that does exactly the same thing as mine why should you use this one?

    Short answer: it's the only one that works.

    Technical answer:

    Loading an image at runtime it's an hack, basically something that c2 wasn't made to do, both the existing plugins do not treat it as such because they were tested only on new browsers. Both of those plugins DO NOT work on android and iOS (on 4.x they make c2 crash, on 5.x they are unpredictable) and have glitches when ran inside webGL.

    Why you may ask? With the help of Ashley in this thread and with days of testing I found out that on older (or slower) browsers, the image at one point as a value that could be less than zero, null/false and even unpredictable values, this means that when ctx.drawImage gets called all sort of error happens, errors that can result in a complete crash or glitches. My plugin checks if the image has been REALLY loaded and ONLY then it draws it, as far as my knowledge goes this can be done only in a plugin because you have complete control of the drawing part.

  • Ashley The url point to an image. On device to emotions/xyz.png (xyz is the image name that changes everytime) for testing is set to http://u.dropbox.com.../emotions/xyz.png. The images works, this is an error specific to androdid 2.2 and ios4.x on "moderner" browsers it works without problem. I discovered that after .src the content of:

    this.inst.cur_animation.frames[this.inst.cur_frame].texture_img.width (and height) are both 0. While before .src where equal to this.inst.width/height. I thought that was the problem, but even if I set:

    this.inst.cur_animation.frames[this.inst.cur_frame].texture_img.width = this.inst.width;

    (same for height) the error still happens (and the value is set after cheching with console.log). Tomorrow I'll try your solution.

    But I think that what happens is that after .src the .width/height goes to 0 and the engine picks that for the tick it takes to set the correct value (as it's async).