0plus1's Forum Posts

  • Please see this example: dl.dropboxusercontent.com/u/1606950/rotate_.capx

    What I would like is for the object to set its angle toward the touch, but without "jumping" (try to click on the opposite side than the arrow and you'll see what I mean).

    I would like it to be smooth, there is probably an easy solution computing the initial angle of the sprite and offsetting against the touch but I really can't make it work.

    Thanks for any help.

  • Sheepy adding the name is a bit challenging, I'm not storing comma separated values, to add a name you need json.

  • actRact touch updated!

    All main game modes are now unlocked! This means that actRact is now completely free (you can still tip us if you are inclined).

    We also added:

    2 New Songs

    Local offline Leaderboards

    Redesigned game icons

    Get it here on Win8: apps.microsoft.com/windows/en-us/app/actract-touch/062859cd-17b5-4540-8ce3-03f4379a064c

  • Hi, I couldn't find a nice and clean way to handle local leaderboards so I wrote my own plugin.

    Handles multiple leaderboards even in the same event sheet, one condition with one action is all it takes to display the leaderboard.

    Doesn't use jQuery or any other library, fully compatible with domless wrappers. Uses Local Storage.

    Please refer to the included demo.

    <font size="3">GITHUB REPOSITORY</font> (Commits welcome).

    Tested and currently used in this game.

    Enjoy.

  • Nofish, if it's the same bug it's easily fixed: scirra.com/forum/topic70032.html

  • Kyatric I also provided a fix.. <img src="smileys/smiley28.gif" border="0" align="middle" />

  • Sorry. Actually spent 20 seconds to check the code and I found the bug.

    To fix:

    sprite plugin, runtime.

    Line:67

    if (this.is_family || this.webGL_texture)

    should be:

    if (this.is_family || !this.webGL_texture)

    Yo!

  • Ok found the culprit.

    The file is particles_plugin, line:70

    this.webGL_texture = this.runtime.glwrap.loadTexture(this.texture_img, true, this.runtime.linearSampling, this.texture_pixelformat);

    This (nasty) bug happens if you switch off WebGL. Noticed it testing on Win8.

    Ashley is there a quick fix while waiting for the new version? I was about to publish an update..

  • Any idea what this is? Happened suddenly after updating to 136.

    It references this line:

    this.webGL_texture = this.runtime.glwrap.loadTexture(this.texture_img, true, this.runtime.linearSampling, this.texture_pixelformat);

    (note that I'm not using WebGL)

  • Zharzew was about to post the same thing, I just seen it, I'll definitely take a look at it, there is a good chance it will work out of the box, hang on in the next weeks I'll test it as I want to sell on Android..

  • Ashley oh right forgot about that one, thanks, will check it out..

  • Hi, I'm trying to get a loop condition working.

    I have a loop condition:

    for (var ii = 0; ii < array.length; ii++) {

    console.log(array[ii]);

    }

    Everything works as expected, now I would like to a have an expression that retrieve array[ii].

    How can I achieve this with the sdk?

    I searched and there is no mention of this, I tried to add a variable that gets updated each cycle and then ret.set_string(variable); but it gets just the last value.

    Thanks

    EDIT: change to ii otherwise parsed as italics

  • Sheepy

    I agree with you 100%, appmobi (which to be fair is more oriented toward apps) and cocoonJS turned out to be a total let down.

    Inconsistent updates, BASIC features (like Game Center Leaderboard/Achievement) are still not supported and more than anything there is no transparency about the business model.

    The rise of Ejecta (and other Open Source wrappers that might rise) is making it even harder for Cocoon, they need to step up their game, they can't afford to be 2 months behind Ejecta like now, otherwise no one will buy their product.

    Also is pretty clear that CocoonJS developers don't care about mantaining the plugin, look in contrast to Clay.io, the developer is always available and ready to answer and keep everything updated and in good working order.

    Ejecta could be made more popular by C2, the issue is that Ejecta exists to back up another JS Game Engine (Impact) and the author originally made it to increase the sales of its own Engine, so a partnership with Scirra would be unfair to both parties.

    This is the reason why I made my own exporter/plugin, hoping that more people will use it and in turn expand it.

  • Sheepy, I honestly think that this will never happen, the reasoning behind (and judging from some pm I got I agree with Ashley) is that Ejecta is not really user friendly, requires messing with the code and once you start supporting it "officially" you have also to start offering support for it and it can become quite an headache.

    I can't make promises but I'll probably keep the exporter+plugin fairly updated as it is what I'll be using with my own games..

    Next thing that will come out will be ads support and probably multiple iAPs.

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  • Nofish

    As stated in the plugin page:

    Currently WebGL is not officially supported by this plugin. The exporter exists and it's included but it's completely experimental and it won't work with the provided index.js file.

    You need to edit index.js to make it work, I assure you it works, but there are issues with it thus I don't offer any kind of support if someone needs it and can't figure out how it works means that probably shouldn't be using it.

    Usually you submit score either on start of layout or after a user touches an element, I honestly can't think of a single reason to add these condition as the code handles errors on its own, it's not hard to implement but I don't offer any support on this plugin, I simply don't have time, I'll publish features that I'll need during the development of my own games and that's it..

    The code is there, you are all free to commit and add functionalities to benefit the whole community..