cjbruce's Forum Posts

  • [attachment=0:1yhbjxnp][/attachment:1yhbjxnp]

    This is what is displaying. Note the lack of the ? character in the spritefont, and the big gap between the capital "I" and the capital "J".

  • I stole your sample and added a bunch of new characters as shown below:

    [attachment=1:1pbe1dou][/attachment:1pbe1dou]

    When I run the .capx above, some of the characters don't show up at all. My initial thought was that Spritefont can only handle characters in a very limited character set. For example, ? (T) shows up just fine within the text plugin, but not at all as a spritefont.

  • blackhornet,

    I just noticed your comment about not all the characters in the set showing. I am trying to create a completely custom character set, but only about half of them show at runtime. Is this because the widths are set incorrectly?

    I am using GiveYourFontsMono, and all characters are showing there, but some are missing at runtime.

  • [quote:3alom50l]Actually CocoonJS will be supporting WebGL..

    http://blog.ludei.com/webgl-demos-arriv ... lay-store/

    This is great news! Thanks for pointing it out!

  • I am looking to create an iOS app (Ejecta or CocoonJS) that dynamically loads questions and displays superscript, subscript, and the special characters theta and the degree symbol.

    My proposed solution using sprite fonts is this:

    1. Parse the text word by word.

    2. For every word, create a sprite font object.

    3. Position each sprite font object to the right of the previous object, or if at the end of a line, wrap to the next line.

    4. Determine if that word is supposed to be superscripted/subscripted. If so, adjust the line height up/down an appropriate number of pixels.

    5. Continue until all the text is parsed.

    Does anyone have any experience trying to use spritefonts or the text object to do superscripts/subscripts?

    Is it possible to load the degree symbol or the theta symbol with sprite fonts?

    Am I missing something obvious?

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  • After about a week of tweaking and testing in Android and iOS, here is what I am planning to release my next app with:

    iOS:

    CocoonJS - Allows Admob ads, but has an annoying flickering splash screen, and has a very primitive scaling system that doesn't center the layout on the device screen, and shows a lot of offscreen content.

    Ejecta - Allows only iAds, but automatically centers the canvas. In addition, you have complete control over the project in xcode, which means it is very simple to replace the Ejecta splash screen with your own.

    Results for iOS - Though Admob support is nice, Ejecta wins by creating a more professional-looking end product.

    Android:

    CocoonJS - Same strengths and weaknesses as iOS export.

    Crosswalk - Allows much greater control over the device, but has two major drawbacks: 1. Doesn't allow Admob ads 2. Support/internal web links are handled by the "in-app browser", which looks very unprofessional. I can't for the life of me get anything to open in an external browser.

    Results for Android - I so wanted to go with Crosswalk because the CocoonJS splash looks awful, but the inability to open an external browser and the inability to use Admob killed Crosswalk for me.

    For my next app:

    iOS - Ejecta

    Android - CocoonJS

  • Results of troubleshooting:

    The IntelXDK "Is in IntelXDK" condition is not evaluating as true when I compile to Crosswalk 4.32.76.7 (stable) or to 5.34.104.2 (beta).

    The IntelXDK "Launch External Site" action is not firing in either of the beta or stable Crosswalk releases.

    The Browser object's "Open in a New Window" action IS firing, but it is not opening a new window. Rather, it is navigating to the new page. But without the back button, you are stuck on the new page and can't go back to the game.

    I hate to say it, but I might be forced to use CocoonJS because of this.

  • After poking around a bit, I realized that the "IntelXDK" object actions don't seem to do anything in Crosswalk. URLs are only opened using the "Browser" object. This means that if someone clicks on a link to my webpage in the app, they are taken to the page but can't navigate back because there are no browser buttons or a URL bar. The Android "Back" button doesn't work either.

    Any ideas? It seems like there should be an obvious solution that I'm missing.

  • Same issue here. I have added the IntelXDK object to my project and have tried the IntelXDK "Launch External Site" action, but it always opens up an in-app webview rather than the phone's default browser.

  • You won't be able to use effects in CocoonJS -- it doesn't handle WebGL. You might get what you are looking for by using Ejecta for iOS or Crosswalk for Android.

    As far as the low framerate goes, I recommend spending some time in the debugger. Things will run WAY faster in the native Safari or Chrome browser on a device then they will in a webview. In order to solve my framerate problems, I worked on my desktop and tried to see which Construct 2 groups were taking the most CPU time. I took one simulation from 1-2 FPS all the way to 60 FPS in CocoonJS and Ejecta on the iPad using this technique. It took a lot of debugging to find and fix the CPU-hogging functions, but it was worth it.

  • I agree with the above. If you want to make apps/games that allow people to communicate with each other, it is extremely helpful to know a server-side language like PHP, together with MySQL for the database.

    On the client side, you can't go wrong with the trio of HTML/CSS/javascript.

  • DUTOIT and part12studios

    Thanks for all of the hard work here. A few weeks back I made the mistake of doing a big data-loading project like this in XML. Then I realized that I wouldn't be able to export to iOS (my target audience) because neither CocoonJS nor Ejecta allow the XML plugin. I will need to port everything over to JSON instead, and this is just the ticket.

  • It took me two business days to be approved for premium membership. I applied this Sunday and was approved on Tuesday.

    Because Ludei compiles the code on their servers, I don't believe there is a way to remove their splash screen. When you download the xCode project they create, they don't include the source code, only the compiled .app file.

    I'm not sure about ads.

  • Ashley,

    Thank you so much for putting this together. You continue to amaze.

  • Joannesalfa Have a look here for the list of supported api:

    http://impactjs.com/ejecta/supported-apis-methods

    Gianmichele, thanks for bringing this up. It looks like "openURL(url, [message])" would have solved my problem rather than working in Objective-C to build a UIWebView.