Asmodean's Forum Posts

  • There is a Custom movement asteroids example in the start dialog. Type asteroids in the search field when you create a new project.

  • A Text to speech plugin based on mespeak http://www.masswerk.at/mespeak/.

    The quality is poor. This plugin has no conditions only actions and properties

    Language:

    You can choose English, French, German, Portuguese and Spanish to pronounce.

    Voice:

    You can choose between male and female.

    Volume:

    setting of the amplitude of the voice.

    Pitch:

    the voice pitch

    Speed:

    The speed at which to talk (words per minute)

    Wordgap:

    Additional gap between words in 10 ms units ( 1=10ms additional pause between words).

    Any changes need at least one tick to have an effect.

    It won't work to change settings and use 'speak' action in the same event.

    I tested it and it works for me without problem, but I won't guarantee anything.

    Plugin with a very simple example:

    https://drive.google.com/uc?export=down ... PPZXSj-Y1-

    Copy the plugin into \Construct 2\exporters\html5\plugins

  • Well i guess noone has played around with the Shadowcaster in C3 yet or this is expected behaviour

    I had the same problem, but now it works. Could you try to load one of the shadowing examples from the start page and then recreate your example? I have the suspicion that after loading the examples and play with them it works now.

    Or there was an update in the meantime.

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  • After you change the text use:

    ...SpriteFont| Set width to len(SpriteFont.Text)*SpriteFont.CharacterWidth("A")

    You should use any character in 'SpriteFont.CharacterWidth'.

  • You call it in 'set value':

    ... System|Set myVariable to Browser.ExecJS("myFunction();)

  • That's not the fault of construct or webGL. That how mobil GPUs are build. They are sharing the memory of the CPU and GPU and that can cause problems.

    In general, you can assume that you will get performance close to native apps for the GPU side, as the WebGL graphics API uses your GPU for hardware accelerated rendering - there is just a little overhead for translating WebGL API calls and shaders to your OS graphics API (typically DirectX on Windows or OpenGL on Mac or Linux).

    This is a snippet of the Unity3D Manual.

  • I don't think this is a bug. Shader-effects have a huge impact on the fill rate and most mobil GPUs are to weak to handle that. I don't would use shader-effects on mobil games at all.

  • You can force chrome/nwjs to ignore the gpu blacklist. I don't know if it's by default in nwjs or maybe older version have other blacklists. However, if the blacklist is ignored doesn't mean that it work.

    I think WebGl has to be supported direct in the GPU driver. On the khronos webside there is nothing about opengl support to use webGL. If you want to be on the safe side for webgl support you have to follow the information on the khronos webside.

  • hi guys,

    i have some questions about exporting in nw.js for old window OS like XP and Vista.

    my first question is: Can i export for xp and vista by installing an old version of nw.js?

    second question: If this is possible, which of the many should I download and install instead of what I currently have? What is the latest compatible on XP/Vista (https://www.scirra.com/nwjs)

    Version 0.14.7 is the last one with XP support.

    Legacy Support : https://nwjs.io/downloads/

    [quote:2z8wlkxz]

    The last question is a bit generic, I would like to know if playing a game builded on C2 and exported with nw.js requires some particular hardware requirement, such as a video card that supports openGL 2.0 rather than 1.2, etc.

    Thank you in advance for anyone who wants to respond

    All GPUs that are blacklisted doesn't work:

    https://www.khronos.org/webgl/wiki/Blac ... Whitelists

  • At the moment you set the Sprite at the position in tiles not in pixels. You have to convert it back in pixels like:

    Sprite | Set position to Tilemap.TileToPositionX(Tilemap.PositionToTileX(mouse.x),......

    Or you could use snap:

    Sprite | Set postion to Tilemap.SnapX(mouse.X),.....

  • megatronx

    I don't think that's possible with the sources from your link. These depends on node.js, because of that it's not possible to import the scripts as javascrpt-files in Construct2. To make it more difficult there are dependencies to binary-files, otherwise it would maybe possible to make one javascript-file without dependencies from node.js.

  • My wild guess:

    I guess your game has a very low resolution, like 320*200. The monitor/display you are using has full HD or higher. With pixel rounding the pixels jumping for example from the original x-position 100 to 101, but HD has a 6 times higher resolution. So on your display the pixel is not jumping 1 pixel but 6 pixels and this is notable.

    You could try to put scan lines over the layer or some kind of scaling filter, but shaders can use a lot of fill rate and make your game unplayable on mobil.

  • kiugetski

    In C2 the SetColor Effect has 3 parameters R, G and B. In C3 it has only 1 parameter. You have to use the rgb-command with the same 3 parameters as values.

    In C2 it looks like that:

    Parameter 0 has the value: 255 - (smiley.HP / smiley.MaxHP * 255) that is your R(ed) value.

    Parameter 1 has the value: smiley.HP / smiley.MaxHP * 150 that is your G(reen) value.

    Parameter 2 has the value: 0 You don't set any B(lue) value.

    In C3 there is only one parameter for SetColor but that expects a rgb-value rgb(R,G,B). So you have to set the parameters from C2 as values in the rgb-command:

    rgb (255 - (smiley.HP / smiley.MaxHP * 255), smiley.HP / smiley.MaxHP * 150, 0)

    In C3 it looks now like this:

    The example as c3p:

    https://drive.google.com/uc?export=down ... llZSGlEVTQ

  • and i know that c3 now use rgb(255,255,255)

    As you said, C3 using for setcolor only one parameter with rgb-values.

    So you have to replace the two events 'set effect 'SetColor' parameter 0' and 'set effect 'SetColor' parameter 1' in C2

    with one event in C3:

    Set effect SetColor parameter 0 to rgb (255 - (smiley.HP / smiley.MaxHP * 255),smiley.HP / smiley.MaxHP * 150,0)

    That's only the paramter 0 and parameter 1 from C2 on position 0 and 1 in the RGB-Value, position 2 is like the parameter 2 in C2 still zero.