eldods's Forum Posts

  • im sure for each game there will be different outcomes and rendering is going to be poor unless opengl is used im just not sore how i would go about it with c2 games as i have no access to any code during edit time

  • jayderyu

    Nice!!!

    you were able to get your game running in opnegl with mosync?

    how did you do that i downloaded the sdk and build environment there extreamly easy to use and send to device but couldn't see how to ind the code to there opengl.

    can you please post an example?

    also i agree i dont see why developers are using canvas2d rendering when theres opengl available

  • hey there forum after bumping into a bunch of performance isues with cocoonJs phonegap and appmobi for the game im developing looks like im gonna go native. After skimming through google for another implementation of an html5 binding i found mosync. Currently they have unlocked a way of useing opengles with javascript

    Here is a blog post about it

    http://www.codefessions.com/2012/05/how-to-use-opengl-es-together-with.html

    Ashley

    is it possible to attach an exported html5 project to there opengles or will c2 need another export to handle this?

    you can find more about this on there site here:

    http://www.mosync.com/

    any ideas people?

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  • Knifegrinder

    In theory you should be able to draw it just 2 times to fill both the back and the front buffer with the image and then stop drawing some devices like the Nexus7 use triple-buffering, so you might have to render things 3 times to fill all buffers there

    no need to draw every 2 ticks

    yea that response is from an email from ludei when i bumped into a device that had the issue.

    the problem wont occur during gameplay but will happen on a layout that is only drawing an image once adding a sine behavior or bullet to a motionless layout will fix the bug.

    an on start of layout event would also fix it no need to add anything for the level gameplay just if its a layout that is drawing all images once

  • >

    >

    > Sounds good news, would you explain about minor visual glitches?

    I have some problems with large black tiledbackgrouds used as faders, when you exit a layout they seem to disappear just a few frames before the rest of layout breaking the fading out effect. Anyway this is really a minor issue since this is not happening with stretched sprites.

    Theres allot more to screencanvas, it is amazing but theres tons of bugs with it

    Modern GPUs use double buffering for rendering, which basically means it draws to one buffer on the background while it's displaying the other one, and on the next frame they switch roles.

    Screencanvas uses those buffers as the canvas element itself, so as not to use more memory or performance, but the problem comes on the switch phase: if you draw something just one frame, only one of the buffers will have that image, so when it starts switching back and forth you'll get a very epileptic flickering. On iOS we've found a solution, but that doesn't work on Android, unfortunately.

    thats the main one. Gameplay as well there are some major hiccups caused by the tag on apple and on android it causes better fps but the smoothness is not as good thats my experience so far with it is that it raises fps but risks of major bugs to occur

  • sounds like awesome fun im in fore sure im a find you on google plus right now!!

  • it could have something to do with the type of windows theme you use i switched from classic to basic and this stopped happening but ive been using classic all through 108 - 114 and it only just started happening in 114 hasnt happened on 111 112 or 113 didnt download 110 109 maybe this info will help

  • i like being able to run on both at the same time does it really effect it that much?

  • there up to date im running mac osx 10.7.5

    2.4Ghz i5

    8 GB 1333 MHz DDR3

    running construct2 in parallels desktop

    this is the first time this has ever happened.

    its not just making the layout go black also its jumping back and forth to layouts that aren't even open in the editor whenever i hover over different things with the mouse on the ribbons tab sometimes the layout will go invisible and sometimes itl show a different layout

  • Hi Not sure if its just me but the layout in the editor gos black if the mouse hovers over the play button no need fo capx as this happens in a new project before anything is added and also happens when there is what is it?

    Also hovering over any button on the home view and events tabs makes the layout go invisible

    this has never happened before

  • danny are you taling about the ajax calls or the facebook plugin

  • Hey great plugin does it work in cocoonJS?

  • Hi guys at the forums been trying for ages and searched all over

    so im trying to create an enemy with bounce behavior..

    found how to make a ball bounce on solids with bullet behavior but not bounce off of jump through. I barely ever make any posts here since im pretty new around here. Tried to give the enemy to use platform behavior on landed simulate control jump but for mobile when i use to manny of them the fps gets to unstable any suggestions or ideas would be extremely helpful

    i cant use bounce of solids since the player character has platform behavior and i would like to be able to jump through the platform the enemy with bounce behavior is jumping on please any help would be awesome

    thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Ok im sure you guys got excited by the title but its not there yet...

    I see some people have given this some thought but nobody has really tried to implement it im sure everyone's been wanting it from what i see and the webview that cocoonJS allowes it shouldnt be to hard what im going to do is take scirras facebook plugin and transform it to work with webvies in cocoonJS i have a pretty good plan so far. Please i would appretiate some input and suggestions from anyone that has any idea what i talking about

    steps im going to take

    1.send out a call to the exterior webview page so that instead of this thats in the facebook plugin

    Acts.prototype.PromptWallPost = function ()

         {

              if (this.runtime.isDomFree || !fbLoggedIn)

                  ?return;

                  ?

              FB.ui({ "method": "feed" }, function(response) {

                        if (!response || response.error)

                               console.error(response);

                  ?});

         };

    to put

    Acts.prototype.PromptWallPost = function ()

         {

              if ( window['c2cocoonjs'] || !fbLoggedIn)

              {

                  ?

    CocoonJS['App']['forwardAsync']( "PromptTheWallPost( )");

         return;

         };

    and in the webview folder put

    this function

    PromptTheWallPost( ){

    FB.ui({ "method": "feed" }, function(response) {

                        if (!response || response.error)

                               console.error(response);

                  ?});

    }

    Now im still in the planning stages of how im going to tackle this plugin (in my opinion the most important one construct2 comes with)so we can have the best features of html5 within our cocoonJS app which means leader boards achievements and whatever facebook feature the app offers through the web will work with (cocoonJS)android apple and our facebook apps will all be in sync!!

    I cant help but feeling i might be missing a step or two please let me know guys N gals any input would be awesome and if anyone is down to tackle this project with me?

  • tap awesome thank you