Aphrodite's Forum Posts

  • I see now, you can achieve what you want I think by using "Set canvas Size to WindowWitdh x WindowHeight" just after quitting fullscreen (which will force the replacement back to it's normal position).

    I can see why people can find it weird that you want that effect, since the fullscreen is adding borders in that case rather than using more space on the screen (which will also imply that on a screen resolution much different, the game will be too large or too small to be visible as it should). But you can do it as I've explained with the set canvas size if I am right.

  • What you mean there's no point? You are saying that if in my game I press "Request fullscreen - whatever" I can not go back from fullscreen to window mode?

    Cause I can clearly see that using "Browser: Cancel fullscreen" works properly - only issue is it moves "games area" to a different position.

    And how setting it to letterbox scale helps anyway?

    I think ashley meant that your project settings involved fullscreen in browser:off instead of letterbox scale

    Just a though as I am not in C2 right now

  • Included event sheets are always read first, regardless of where the Include event sheet code is used in the event sheet. They are, however, read in the order that they're called in the "parent" event sheet, so there is certainty that can be relied upon.

    GeometriX grossd

    I've done a quick test, and it seems that it is as Geometrix said for the On start of layout (maybe also for every trigger condition), but not in case of a every tick, where the positionning of the include is of importance.

  • Also now webview will use the same Nitro javascript engine as the normal browser, which should give another boost

    Ashley: now we just need a multiplatform editor <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    http://9to5mac.com/2014/06/03/ios-8-web ... as-safari/ just reposting the link, since you cannot post the complete url yet

  • I would say the best option would be to use the object's "compare value" condition. Only for readeability since all of them will probably work just fine, and it would be micro optimising I think to try to squeeze out performances with that. You could however add an action to disable the collision of the current BonusEffect when you touched it.

  • They aren't rendered off screen, but they are still processed, which can easily kneel down the cpu, so indeed it can be better in most cases to affect that

  • Since this is WebGL only, I was wondering another thing:

    Could this be used rendering a 2D based game with 3D models efficiently (I know it can sounds dumb, but I'm pretty sure I'm not the only one to think about the mix 2D and 3D world.. Unified!), and also can we just turn off that alert message when webGL is off (to instead display a message ingame)

    Also it took a while to actually display the demo, all the 2D were good, but the 3D appeared like 2 minutes after only first time though.

  • I think you d be better off having a string representing the number, then translate it to a number when the calcul is needed.

  • I am not sure, but this might be what you are looking for: https://www.scirra.com/tutorials/68/pub ... -web-store

  • This is the solution for anyone else interested

    Just as a matter of precision for someone who is not a math guru:

    log(x)/log(2) = log_based_2(x) (log being a log based on any positive number)

    so of course log(x)%log(2) ---> If 0, then the log based 2 of x is an integer, and so x is a power of 2

    I'm not sure of the actual precision of the value of log(2) is stored, so keep that in mind too

  • spongehammer :

    the closure compiler (as it is called) is inside (where you installed construct 2)\Construct 2\exporters\html5\tools\closure , https://developers.google.com/closure/compiler/?hl=fr this may help you using it, or using another version of the minifyier (or the same with other settings) for the time being.

    I do not know that much about it though, and at th end I hope you won't have to go into this routine each time.

  • Just suppositions, that maybe could help you work a little better until this is solved.

    Question : Do you have the back-up options set up, and if so does it works? (since if it happens somewhat regularely, I don't see another thing that could cause that). Unless another program could be interfering ith C2 maybe (but this is still a supposition)

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  • Which C2 version are you using? (a recent beta had this issue of sprite halved)

  • tecbug : I cannot awnser (since C2 doesn't have fixed date updates), however I suggest for this kind of work, that you stay on stable versions, only using beta for a quick taste of incomming features.

    If really you need to have a working version really quickly, I suggest you try to revert back to an earlier version if possible (I think there are threads about that somewhere) and to test if that works in the stable.

  • I agree, a cloud-compiling is a bad thing for users with connection problems, and also is adding more work that is not intuitive (like how many people ask about "where is my APK exported?", add to that than the exporter for crosswalks is named "Android" which surely does not help at all).

    If it is possible legally wise, it should be done (not removing the possibility of using the intel XDK, but giving the choice at least, since I'm not sure one wrapper currently can be used offline to wrap up our apps)