Aphrodite's Forum Posts

  • Buying a license I think does not improve performance, which is why people here design very carefully for mobile.

  • Tried that, but it didn't work. It outputted the files fine, but Windows said they were corrupted/invalid

    That's weird, or maybe you tried to open it with the image viewer, I meant taking the text inside the file, and open this file inside a browser (maybe doing a web shortcut is possible too)

  • Hey all, just a quick question.

    I've heard of a cool remote playtesting technique where, instead of forcing your players to record themselves, you just take a low-quality screenshot every second or so, then get them to send you those screenshots to look through.

    I'd like to try that out with my node-webkit build, but I'm not sure how to actually save a canvas snapshot to a file. Any tips?

    Thanks!

    Not sure the download action would work in that case, if you have a way to change it to a png file before saving it, it would be great, if not, you could still write when the snapshot is ready, the base64 string corresponding to a new file, and since base64 strings can be viewed, should be enough to begin with.

  • Would it be possible to update these so you could use them the following way.

    Think that would be very useful, for instant to do this in my game I have to make 112 lines of code, compared to just 16 if this was possible.

    Anyway a small thing but one that I think would make sense if were possible

    Logical operator OR, by it's definition, returns only 0 or 1 depnding on the expressions to compare.

    However, I think it could be a really nicz feature to have, a non boolean OR

  • Having myself a galaxy tab 3, i can confirm that the graphic driver is blacklisted, fortunettelly, I can confirm that disabling the blacklist in that case is working great (I think it is blacklisted only for a non-problematic reason)

  • > Well then I tried this(several times) and my working game just stopped working because it stays at the ludei flicker screen... the google play 24hr waiting time doesn't help my cause either.

    >

    > Darn.. I had high hopes for this update... ludei what kind of self respecting programmer pushes out a non working plugin that breaks more than it fixes! (i don't mean it as a bad way im just saying hey man that sucked)

    > ArcadEd Thanx for your efforts on trying to make this work... they're greatly appreciated. I do agree with your previous statement that Ashley should be able to check if he can fix this and integrate it properly to C2 ... I think he's kinda swamped with work tho so I'm guessing if considered it'll go into the back burner... which leaves us right were we were... waiting...

    > Oh well. **searches for his chips, soda and a JS manual just in case**

    > Frankly I believe C2 should have an in house plugin to deal with such things.

    >

    agree! Ashley should take over the cjs plugin, i need the new features from new plugin but it wouldn't work with my existing project.....

    The problem is that ashley used to maintain the cocoonJS plugin, but due to lack of communication from ludei, he couldn't do it properly, so it was ludei's job to maintain it

    And so I do not expect Ashley to maintain it again, unless you talked about just fixing it for this particular moment

  • You can publish games to html5 portals, or even to your own website, some former flash games website also accept now html5 games (kongregate is an exemple), just keep in mind that if you do not have a personnal or buisness license, you cannot make profit from your games.

  • adding the "g" flag solved it, thanks ^both of you for your help

  • I wanted to learn to use regex, since I think it can be a real useful tool, so I begin with something basic, however, something feels wrong to me.

    Right now I have a Text that displays at the start of layout the result of this expression:

    RegexMatchCount("Create Create cReate", "Create", "i")

    It returns 1, I'd expect it to return 3, but it doesn't and I don't understand why, I mean, Create is located twice, and cReate should also be counted too due to the "i" flag.

    Can someone help me understand?

  • In the mean time, I suggest that you add &Self.UID (eg "timer"&Self.UID) at the end of the timer name and that you check that the timer "timer"&Self.UID is over (I agree that it should be corrected)

  • Hi everyone,

    I have exported my game as "HTML5 website" with both .m4a and .ogg in the Audio folder

    The game has been uploaded to my Dropbox for testing.

    When I tested the game on my iPad (using both Safari and Chrome) , all the audio works fine with just little latency at the first time.

    But when I reload the game for the second time, there is no audio at all.

    I have tried to restart my browsers and iPad many times, but the problem still occurs.

    So now my game doesn't have any audio when playing on the iPad.

    Do anyone know how to solve this problem?

    Thanks

    I do not own an iPad, but I remember someone saying that in his case it was due to the caching of audio file, and that removing the references to the audio files in the offline.appcache worked for him, maybe it is the same problem.

  • I wondered something, I know on windows and on android, the user can have a shortcut to an internet website, but it is tricky to set up by himself, so instead of letting him do this tricky work, I wondered if it could be possible to do it in C2, like calling a function that would create this shortcut on the homescreen.

    Why? Because people line easy things, and letting him add the game to his homescreen/desktop means it can go back to it so much more easily.

    The problem is, I don't even know if it is possible to do in a reliable way for the many OS there are, I dln't even know if there is a standard way of doing it, so could someone tell me if it is doable across Windows/Linux/Mac OS /Android/iOS without too much hassle?

  • The second issue is the way Every X seconds work, it does not reset between layout (it is every X seconds taking the start of the game for reference).

    I'll admit you are not the only one to think it should restart between layouts

  • Counter object or "interface bar" - More support for animated counters with numbers, health bars, etc. the ability to import ONE image and have it be displayed mulitple times as lives without having to import say, an image of one heart, then an image of two hearts, then an image of three hearts... rather just import a picture of a heart and it displays it multiple times.

    Path movement - different from "path finding", not to get confused. if you have EVER used GM or MMF it should be obvious what this is. basically define a path for the object to move on, that's all there really is to say. the support for this that GM has is better than MMF. it lets you flip a path, rotate it, etc, and has the ability to make the path curved while MMF doesn't.

    I also want the ability to set the position of a bgm based on milliseconds and not seconds.

    I do not know what you call a counter object, for the health bars and the ability to display image multiple times, either the tiledbackground or a special use of the spritefont could be of help.

    Path movement: that is a nice suggestion, an easy way to do that would be nice.

    For the bgm, I am not sure but does setting to values like 0.431 seconds works? If it works, I think there is no real need for that (could be still nice though).If it does not however, there is need.

    As for the community, here I mostly saw people willing to help (however when people do not want to be constructive the community seems to fight back, let s hope it stays fine)

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  • Kyatric So why the difference in results?

    And I was under the impressions that cocoonjs was now using webgl on ipad

    WebGL, if not supported, can still be forced (maybe cocoonJS was doing that)

    In some cases it is fine, even better than having it disabled, but in other cases, you understand quickly why it is not enabled by default (graphical glitches, crashes, difficulties..).