Dalal's Forum Posts

  • I forgot to mention that they are pre-loaded. It doesn't seem to make a difference.

  • EDIT:

    The sounds are delayed on my Samsung Galaxy S4, even on web projects like the Scirra audio effects test. This problem carries over to CocoonJS.

    ORIGINAL POST:

    In my project I have included .m4a, .wav, and .ogg files for each sound, and they are all pre-loaded. I exported my C2 project to CocoonJS, compiled it, and installed it on my Samsung Galaxy S4.

    The sounds are horribly delayed, up to a second, though the graphical performance is a smooth 60 fps. Any ideas on what's going on with the audio?

  • In Chrome, this example works without full screen. The page also suggests that "Originally pointer lock was tied to the FullScreen API. Meaning that an element must be in fullscreen mode before it can have the pointer locked to it. That is no longer true and pointer lock can be used for any element in your application full-screen or not."

    Also, just to further reiterate the advantages of pointer lock for HTML-5 games, let me quote the example in the first paragraph of the article, which I think sums it up quite well, although note that with pointer locking the advantages go beyond that of simply implementing first-person shooter controls:

    [quote:3688xaux]The Pointer Lock API helps properly implement first-person shooter controls in a browser game. Without relative mouse movement the player's cursor could, for example, hit the right edge of the screen and any further movements to the right would be discounted - the view would not continue to pan right, and the player would not be able to pursue the bad guys and strafe them with his machine gun. The player is going to get fragged and become frustrated. With pointer lock this suboptimal behaviour can't happen.

  • In case it hasn't already been mentioned, just thought I'd draw attention to the fact that both Chrome and Firefox now seem to be supporting pointer locking. If this feature becomes part of the native Mouse object in C2, it would allow C2 users to develop a new class of HTML-5 mouse-controlled games that can use "raw" mouse movement data for controls rather than edge-restricted absolute coordinates. Pretty cutting edge stuff

  • Ashley, have you been able to reproduce this issue?

  • Yes, the project file or project folder both seem to be perfectly fine. It's something that's going on in memory after you save. If you close and re-open the project, the frames are back. Weird. At least it's not as bad as I thought. It would suck if it was completely erasing the frames when you save it.

  • To reproduce:

    1. Create an empty project and save it as a single .capx file.

    2. Add a sprite to the layout, and draw something in the editor for the Default animation

    3. Close the animation editor, and save.

    4. Open the animation editor for the sprite and rename 'Default' to something else.

    5. Close the animation editor, and save.

    6. Open the animation editor and notice that the sprite editor now only shows a small dot in place of the previous drawing for that frame.

    7. Run the layout and see Javascript bug: "Cannot read the property 'poly_pts' of undefined".

    EDIT: Found a workaround. Save the project after renaming an animation, and then close and re-open the project. The frames should be restored.

  • Using C2 and the various exporters, is there a way to develop an application (especially for Android) that has a transparent background? I'm playing with the idea of creating a game that plays on top of the user's screen rather than on an opaque background.

    Alternatively, is there a way to capture the screen and use that as the background? This would work just fine for my purposes. Thanks!

  • yWriter is a great suggestion! I could use this for planning out the overall story. Thanks!

    Any other suggestions anyone has are also appreciated. Is there anything tailor-made for RPG planning?

  • What sorts of software do game designers use to plan out the game flow of their RPGs? Some sort of flowchart software seems like a given, but is there anything tailored specifically towards RPG game design?

    All in all, what tools do you know of that are conducive to planning out a 10+ hour RPG?

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  • Just to let you guys know, in the end I went with a gaming DESKTOP from IBuyPower.com. I got convinced that getting a desktop was the way to go. But thanks for all the replies guys.

  • Ugh no! I don't like Macs very much (although they are sexy as hell), but thanks.

  • How are you detecting that a player died? What condition are you using? Please provide as many details as possible.

  • Yesterday as I was working on my HTML-5 game, the frame-rate suddenly dropped and stayed like that for the remainder of my work. Yuck! It's time to get serious and upgrade from my 5 year-old Toshiba laptop w/ Intel graphics.

    Give me your recommendations. Details below.

    Overall Desire:

    I want a new 'desktop-replacement' laptop to support game development work (2D/3D, Unreal, Unity, etc.), software programming (Visual Studio, etc.) graphic design (Photoshop), and 3D animation. I'll be working on it for at least 5 hours each day. Oh, and it should look SLEEK.

    Budget:

    Ideally $800 to $1200 - I'm flexible.

    Operating System

    Windows 7 (Home Premium or Higher)

    Size and Weight:

    17+ inches. I don't care about the weight.

    Screen Resolution:

    Probably 1920x1080, unless you recommend something else for game dev.

    Portability:

    It'll be on my desk 80% of the time, so as long as I can lift it and put it in my car, it's okay.

    Battery Life:

    It'll be plugged in most of the time, so I don't care too much.

    Hard Drive:

    I'd prefer at least 250GB of space, and SSD would be nice but not necessary.

    Optical Drive(s):

    DVD Reader/Writer preferably

    Processor:

    Intel preferably.

    Graphics:

    I'm leaning towards NVIDIA.

    Thanks everyone!

  • Yeah it won't know. I can't check the .capx from here (restrictions at work), but why don't you try to peer into the array if you can? That would be the best approach.

    If that ends up being difficult to do, you could enable all collisions momentarily before doing the check. After the check you can disable the collisions again. In fact, if your tiles are static, you should do it on Start of Layout. Then you only have to do it once.