cow_trix's Forum Posts

  • Okay stripping out the keyboard object and doing it all again made it work, so I'm going to put this down to faulty events.

  • Hi Ash. No, it doesn't. I'm honestly not sure if this is a bug, because I haven't been able ot reproduce it. I'm just going to strip out all the keyboard events and redo them, see if that works. I can send you the .capx if you'd like?

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  • Thanks!

  • Hi there

    Recently published a game. Works fine when played here: lrtw.net/games/roofrunner

    However when played through an iframe here kongregate.com/games/cow_trix/roof-runner

    Keyboard input does not work. Will try and isolate problem when I have time. Any help?

  • Hey everybody! Pretty much finished the game, just trying to get it pushed to iOS and Android.

    Check it out on Kongregate and marketJS!

  • Unfortunatly many of the native libraries are unaccessible through C2, making such an app quite bloated in comparison with those natively written.

  • Ah, darn. It seemed to me to just be a blur effect with a hard cuttoff? Any idea of how to pull of a metaball effect in C2?

  • Thanks Ash!

    So basically what I'm trying to do right now is for each pixel where the alpha is above 0, flood out from that pixel, reducing the alpha each time by some inputted value. Any ideas how you'd implement this? I'm pretty stumped.

  • Thanks rojo! This has been a pretty brutal crash course in GLSL. No closer to a metaball shader, but if anyone can get it to work that'd be incredible! <img src="smileys/smiley1.gif" border="0" align="middle" /> Think of the fluids.

  • Hi guys.

    I've been trying to put together a metaball effect, which would be handy for fluids, with the new C2 effect system. I've used this as a blueprint - but I'm getting some serious errors when I try and run it:

    ssertion failure: Error compiling fragment shader: ERROR: 0:7: '' : No precision specified for (float)

    ERROR: 0:7: '' : No precision specified for (float)

    Stack trace:

    assert2@http://localhost:50001/preview_prelude.js:12

    ://localhost:50001/glwrap.js:299

    GLWrap_@http://localhost:50001/glwrap.js:213

    Runtime@http://localhost:50001/preview.js:227

    ://localhost:50001/preview.js:2664

    ://localhost:50001/:105

    ://localhost:50001/jquery-1.7.1.min.js:2

    ://localhost:50001/jquery-1.7.1.min.js:2

    ://localhost:50001/jquery-1.7.1.min.js:2

    ://localhost:50001/jquery-1.7.1.min.js:2

    Anyone know what these are really saying? This is the .fx file. This is the .xml file.

  • Heya tap. The Playmobi plugin seems to be causing a black screen on DirectCanvas export.

  • Hey, which should we use, the PlayMobi plugin or the AppMobi plugin? They seem to have somewhat overlapping functions.

  • Got a bug here with AppMobi DirectCanvas. The Touch object appears to get stuck in "Is in touch" and the touch never terminates. This occurs on the emulator as well as several phones.

    Here's the .capx:

    dropbox.com/s/1xkgy1jm5jf43vx/TouchBug.capx

    Here's the AppMobi project, if you want to preview it on your emulator:

    services.appmobi.com/appmobitest/amtlaunch.aspx

  • Yeah, I'm definitely leaning towards CocoonJS if they'd get their iOS launcher and cloud build done.

  • Better AppMobi support, definitely. I'm waiting to publish, but I need some issues with DirectCanvas resolved first.