Blinx123's Forum Posts

  • If you are only releasing your app for Apple devices, removing ogg files should save you a few megs, as well.

    I really look forward to seeing this book in action, btw. Always nice to see HTML5 faring well on something with considerably bigger/shinier graphics. Most HTML5 applications (especially the ones made with Construct2) I've seen to date always seem to utilize the same marginalized style with sprites reminiscent of the Sensible Software days.

  • ArcadEd

    Nicely done.

    Google will most likely smite you for setting it up like that, though. The fact that the ordinary user won't even be able to tell where links are heading to will mean a penalty of some sorts.

    Chances are, more intelligent anti-virus software will blacklist your site, as well.

    Lastly, your website will probably have a higher drop-out rate the more interactive elements you add. At this point, however, your site still manages to load way quicker than that Clikpic crap a client of mine keeps using.

    Ashley

    I've considered adding a few splash screens of some sort, but am kind of weary of adding another iFrame, since the first (albeit hidden) one already scrutinized my ranking.

    Considering my homepage will be quite hackish in the near future anyways (I used Javascript to provide multiple language translations, which will now require me to set the translated title tags outside the actual title-field of my CMS), I really don't want to take further chances.

  • Savvy001 already gave you a valid answer (that tutorial is easy to understand and straight to the point).

    What else do you want? Someone to port the Steam API over to HTML5 for you?

    PS: It would really help if you could tell us your native tongue. Perhaps one of us will be able to better assist you.

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  • Bump.

    Directing "Load image from file " to "file:///C:/imagename.png"

    yields no result.

    Is this because of the AJAX limitations?

  • M4A actually is AAC (MPEG4-AAC, that is).

    Have you tried removing the ogg files?

  • That's an easy one.

    Access the sprite editor and look for "Alpha" inside the palette section.

    The default for alpha transparency is 255. Set that one to 0, select the filling tool and get cracking on those white boxes.

  • I've yet to try Windows 8, but I know that IE10 doesn't support the Web Audio API yet. Perhaps that's your problem and you need to repack those sound files (you're probably using ogg, I'd imagine) to some other format.

    Since IE10 supports neither Ogg Opus nor Ogg Vorbis and Construct2 doesn't support MP3 (for obvious reasons. Namely, asenine licensing fees), this leaves you with AAC.

  • Is there any way to load files (images, sound effects, music) from a local HDD at runtime? I know a file menu will require some more work and possibly a plugin, but right now I would be more than happy to load files through a bunch of textboxes.

    I've already tried "load image from URL" (Load Image from textbox.text) but that doesn't really seem to work.

    Ideally, I would want to load all files through my own little editor and save them in a way that makes it easy to be loaded by an adventure interpreter I'm also working on (also developed in Construct2).

  • close browser works great for me.

    Are you guys running Windows 8? Perhaps that's the culprit.

    ome6a1717

    It's running some sort of internal, webkit based browser. So, yes. It's still browser based.

  • My suggestion: Try to resample the music. You probably shouldn't go higher than 48kbit/s (which is still plenty enough for ogg).

  • Just came back to Phonegap after taking a 6 month break from mobile development. They seem to have ironed out quite a few issues.

    For one, I finally get to benchmark my HP Pre 3 where, prior to that, any IPK created with Phonegap Build would only output a black screen, thus making me rely on my cheap China brand Android tablet (no fun at all, I tell you what).

    Performance, while not overly great, is still decent. The physics template/Angry Birds clone barely runs at 10 FPS but a port of my adventure engine showed great promise (weirdly enough, it was even less choppy than on my laptop with enabled WebGL).

    My very first project (memory game) still runs horrible, for some reason. Takes several attempts to get past the options screen and selecting a card takes approximately 30 seconds/card. There's also no audio. This could all be blamed on an older Phonegap release though, since Phonegap Build still builds the app with Phonegap 2.00. Apparently, in order to update the Phonegap version one has to manually alter and reupload the XML

    The fact that the LLA plugin is no longer needed kind of saddens me, though.

    The broken audio was a nice way of telling me to get cracking on a manual Phonegap install. Now all I need to do is start up Phonegap Build, upload the .zip and wait for the build. The nerd in me just turned suicidal.

  • People may prefer DirectX over OpenGL for several reasons.

    a) It's usually the first to launch new features (used to be quite the opposite before).

    b) It's well documented while OpenGL docs and tutorials are all over the place.

    c) Writing shaders in HLSL and porting them over to GLSL is considered to be easier by some.

    d) Managed DirectX.

  • It's a bit hackish but should work for now:

    docs.google.com/file/d/0B4HbmIw0kk7FNDdTeFNkVERWd0k/edit

    I'd appreciate any help you guys can give in fixing the horizontal offset.

    I would also be interested in a possible explanation on why "Sprite2.X-Button.Width" inside Node Webkit will get rid of the vertical offset while Google Chrome will require me to add a "-2" to the formula.

  • That's a nice list of targets if there ever was one :)

    Any chance of targetting WebOS?

  • Buttons are form controls and aren't really designed to be used like that. Perhaps you could just use a sprite as a button.

    I think I'd rather blow up my computer by updating the state of the buttons every single pixel than converting my buttons to sprites, no offense.

    List controls seem to work well, btw. No such behaviour, even when combined with sprites in that exact same fashion. Which kept me thinking, perhaps I should program a list control in such way that it will be indistinguishable from it's button brethren. Webkit browsers all appear to hide the proper button-down behaviour (e. g. you push a button and it visually changes states) anyways.

    EDIT: Never mind. I seem to have imagined things last night. The list form control is just as laggy as all others.