DEACTIVATED's Forum Posts

  • Well firstly you'll need to do a lot of converting.

    Secondly, Are the videos short or long. Is it a video app or a game with cutscenes. Reason for asking this is that videos tend to take up space, therefore it'll probably be very large.

    Now:

    There is a video plugin:

    scirra.com/forum/plugin-video_topic46310.html

    and the author also talked about offline video too.

    Since HTML5 only supports a limited number of video formats, you'll have to convert them (as mentioned before). I haven't quite used this plugin (yet) so I can't really say for sure if it is what you are looking for.

  • Phone gap is a rather buggy tool. I suggest switching to CocoonJS or Appmobi. I used phonegap for some time but it was very buggy and slow, so I switched it out.

    Personally I use CocoonJS as it runs fast on all devices and fits the game to the device's screen.

    The only downside to both appMobi and CocoonJS is that there are a few limitations, I can't remember them off the top of my head but one of them is that you can't use web fonts. But you can easily overcome this by using sprite fonts instead.

    Edit:

    Things not working in CocoonJS:

    • The form control plugins Textbox and Button are not supported.
    • The AJAX object is not supported.
    • The XML object is not supported.
    • The Facebook object is not supported.
    • The letterbox fullscreen modes are not supported. If they are selected, it will fall back to simple Scale mode instead.
    • The Text plugin's 'Set web font' action is not supported.
    • The WebStorage plugin's session storage is not available. Use local storage or global variables instead.
    • Most features of the Browser object are not supported.

    Things not working in appMobi:

    • The form control plugins Textbox and Button are not supported.
    • The AJAX object is not supported.
    • the XML object is not supported.
    • The Facebook object is not supported.
    • The letterbox fullscreen modes are not supported. If they are selected, it will fall back to simple Scale mode instead.
    • The Text plugin's 'Set web font' action is not supported.
    • Most features of the Browser object are not supported.

    So basically the same things don't work, which is unfortunate. But some of these can be overcome but others such as facebook and AJAX will be just a bit difficult.

    Hope this helped. But I do hope that native mobile support is added by Ashley or Tom in the near future.

  • How would I get a custom font to work in CocoonJS on both android and iOS.

    Webfonts don't work so, I'm guessing the sprite font plugin is the only way.

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  • superkew

    Could you be more specific with this? Is it with web fonts or normal fonts that you've installed on your computer?

    How do you select these fonts?

  • Yswellin

    It'll be the same for sprites instead of buttons, but you'll need a mouse or touch object to enable interactivity (ie. clicking on them)

    hyem

    No problem

  • Yswellin

    Tell me if I missed anything or you need any more help.

  • Here you go!

    Sorry if it's a bit hard to understand :/

    And I hope it what's you are looking for.

    dl.dropbox.com/u/41796401/Animated%20menu.capx

  • I'll make a capx file for you since explaining it will be kind of rough.

  • Try this,

    Make an invisible object follow the touch, then make it so that when it collides with the blocks it selects it.

  • KaMiZoTo

    At the moment I can only think of one way to do it, but it's extremely tedious and rather dodgy. But if you still want to try it, here's what I am thinking.

    Make global variable for all your control keys 'X', 'Y', etc. Make it a number variable or a text value, it's up to you (text would be easier but more tedious to type).

    Set up your events so it's like if gamepad button A pressed set 'X' (the global variable) to "pressed", and then copy it and invert it and make it set 'X' to "released". This means that when Gamepad button A is not pressed it sets 'X' to "released".

    This can be applied for the other actions too.

    Then, make an event:

    If 'X' = "released" --> (Your actions, don't shoot for example)

    If 'X' = "pressed" --> (Your actions, Shoot for example)

    That's a very clunky work around, but it should do it's job (I'm away from my PC so I can't really check).

  • You can copy text in a text box like normal...

  • So basically I have 3 objects. One of them is solid, whereas the other two (object A & B) are not. I would like it if object 'A' passed through the solid as if it weren't there, and object B to colide with the solid as it would normally.

    Thanks!

  • Would you like it to fade in and out?

  • Like in a text box?

  • You should post this in the tutorial section :D