cesisco's Forum Posts

  • Hi, usually i don't like to mess with my old games, but i was playing with the WebGl effects and now i have a totally new graphic style for my old saved by the balls game, and just with 2 effects!C2 is amazing!<img src="smileys/smiley32.gif" border="0" align="middle">

    restrostyle

    myblog

  • Ok, maybe i am the only one who thinks this is useful <img src="smileys/smiley19.gif" border="0" align="middle" />

  • Hi, i would love to see these improvements in construct2 interface, sorry if those were suggested before.

    -Zoom to object: when you select an object, the zoom in should be center in that position.

    -Solo layer button(aside the lock buttons):when you click this, all the remaining layers automatically locks(yes you can lock each layer individually but when you have a lot of layers this can be helpful)

    -Purge project:(like the most of audio daws like cubase)delete all the objects that are not in use in any event and layout.I can easily lost the track of the unused files if i don't delete them right away.In the end of a project it would be great to clean those unnecessary files to do the final export.

    -Snap to edges option:it would make the level designing so much better.

    Sorry if any of these are already available and i missed them out for some reason.

  • sqiddster you have to enable the "aero theme" in windows, or even better you can export your game to an .exe and then fraps will capture only the game window with a brutal resolution instead of your whole desktop.You can lock the frame rate in fraps, which is an amazing option for gaming videos, and the price is good compared to camtasia.

  • Fraps is definitely the best, i tried almost everything, and the results with fraps are amazing when you put side by side with other software.

  • Ok Ashley, thanks!, i'll try the transparent section solution.

  • That looks like a glitch, can you share a .capx demonstrating the issue?

    Ashley, for me this only happens when Sampling setting is "Linear" and zooming events(or scrollTo behaviour).With sampling setting to "point" the tiled Backgrounds works fine.

    Here's a capx with an example(this is an example Sqidster posted for zoom in and zoom out last week...and i stole) <img src="smileys/smiley2.gif" border="0" align="middle">

    tiled_test

  • Hi, usually i don't make use of TiedBackground for level design, so is normal that the border of TB appear during runtime?

    Tks

    <img src="http://dl.dropbox.com/u/46383802/report/tile.png" border="0" />

  • Hi, i did some tests today, with cocoon launcher and appmobi applab, here are some results.It was tested on ipad2, pictures are from ipad2 screen capture of my game SBTB:The Eraser(just a test)

    Sound:

    Cocoon- all the audio behaved as i expected, like in the desktop browser.

    Appmobi-My in-game music theme doesn't loop(play music looping"theme") -Music doesn't stop when i skip the level or similar event(click sprite-stop music"theme")

    Anyone can confirm the same results?

    Graphics:

    Cocoon graphics-The sprites are more blurred than in appmobi, but they blend well with background(better for in-game graphics, worst for text)

    Coccon picture

    <img src="http://dl.dropbox.com/u/46383802/report/cocoon.png" border="0" />

    Appmobi graphics are more crisp(the game uses a resolution 960x640, and maybe it?s a result of the scaling)and you you can see the border of overlapping object, even if they are behind.

    Appmobi picture

    <img src="http://dl.dropbox.com/u/46383802/report/appmobi.png" border="0" />

    I don't know if the final compiled versions will look like this.

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  • Yeah, I find it pretty spot on. An older version wasn't properly reporting the correct FPS for me in the launcher on my Galaxy Tab, but it seems to work great now.

    The only discrepancy I've had between the launcher and the compiled version is that in the launcher, text objects appear extremely tiny, but the compiled version is the proper font size, though it doesn't use the proper font type in either of them. I need to give the spritefont plugin another shot and see if it's working for CocoonJS now.

    Tks, this is very promising!

    Yes spritefont is a must have in any game, i hope it works in cocoon.

  • Hi, can i expect the same performance in the compiled version, that i have in the launcher?

    I am getting an amazing performance in the launcher!

  • Ok Thanks.

  • Ashley, the release that broke the original events is R100.

  • Ashley thanks, this method is so much better!If you like(for debugging purposes)i can search in which release this started to happen, otherwise i will stick with this solution.

  • Hi, here's an example of "slash effect", like fruit ninja.

    The events are the same in both examples, but the version exported from R102 doesn't work at all and crashes the browser, the R90 version works fine(i use this effect in my game SBTB:The Eraser as well)

    R90

    R102

    slash_capx