firebelly's Forum Posts

  • Sorry here is the real word.

    scirra.com/forum/black-screen-cocoonjs-and-xdk_topic71730.html

    Scirra is waiting on the new CocoonJS version, which isn't out yet (ludei isn't super consistent with hitting dates).

  • I've talked to Ludei themselves, about a week or two ago. They said they are in talks with Ashley about the fix. That said, I don't have Ashely officially saying "It's the Box2D thing" but I know he was also waiting for a new version of CocoonJS or something.

  • It's known. I don't know when it will be fixed though. I think Ludei is saying we need to update our Box2D stuff, and Ashley things CocoonJS needs to update. I'm still not 100% where we are at this point.

  • Well, I suppose I know that keys can do things, I just don't understand why you wouldn't use arrays. Thanks for the responses though. I do actually really like construct 2

    Dictionaries and Arrays have different lookup times too. If you've taken any programming classes at school, they will make you learn Big O notation. It will explain why you would use them in different instances.

    Plus, dictionaries are much easier to use in human terms. If I have 100 settings for my games, it's easier to remember "Player_Name" rather than "043".

  • I thought this was fixed, but I was told by Ludei that the version of Box2D we are using is not compatible with CocoonJS Cloud Launcher.

    I think there is a lot of back and forth with Ashley and Ludei about this.... it has been a little slow going.

  • It's much easier to get into a WYSIWYG engine like C2. Unity's interface is much more technically challenging and overkill in many instances. It's built for 3D as well. You can purchase plugins for 2D stuff, but it's not OOTB. It also helps if you know C#. I guess I wanted to start a conversation about it, given it is the best way to get a single code base on all platforms at this time. If they supplied a top notch HTML5 engine, you could drop your code into a Unity Project, just like the WP8 stuff we do now, where you drop the code into Visual Studio.

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  • My point was, I'm hopeful for a platform that can be deployed to everything, instead of using a combination of different technologies such as Ludei, node-webkit, etc.

    My main goal would be to export a project somehow, either in pure HTML5 or something else and then import it to Unity3D. which could then export to all platforms. Just a thought.

  • I was thinking, since Unity 4.2 now supports pretty much every platform, I wonder if we could figure out a way to get a good HTML5 + WebGL inside unity. Thoughts?

  • I loaded it up and again and tried it, now it's working....you can close this I guess. But I feel like something is up.

  • Link to .capx file (required!):

    http://

    Steps to reproduce:

    1. Add keyboard object

    2. Use event "On pressed key"

    3. Select a key

    Observed result:

    OK / OK buttons shown

    Expected result:

    OK / Cancel buttons shown

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Construct 2 version:139

    <img src="http://i.imgur.com/BPEHGYb.png" border="0" />

  • I know this is old, but what would be nice for me is to have it have a function called scramble, but with parameters.

    So set a min, max, points of precision and an offset. So lets say I wanted unique multiples of 30, between 1 and 4390. The array would be nothing but unique multiples of 30. 30, 60, 90, 120, etc.

    If I leave points of precision 0, it will be whole numbers.

    If I pick an offset, it will automatically ignore PoP for easier use.

  • I've been talking with the dev, and it doesn't really seem he has the time to expand on the demo any more than it is. AT this point it's just a set of javascripts that draw gradients depending on collisions. It it pretty intensive computing wise, as it is checking the angles of collisions a lot. This is really something that should be pushed into the GPU.

    That said, I think it was a nice demo but he has throw it out into the wild in the hopes someone will pick it up and increase perf and port it. The real honest answer is, we need a WebGL programmer willing to do it.

    My game really needs better lighting, I'm left with 2 options.

    1) hire a matte painter to do pixel art lighting on all my backgrounds. This means I can't really change my backgrounds in the future, but it would also be very detailed.

    2) USe WebGL lighting to bounce off solids. This would be great to give me flexibility, but I would lose a little detail. I'm ok with this tradeoff.

    I'm willing to chip in some $$$ to hire someone to do this. Think of it as a bounty.

    Ashley: I don't know if you have time to help, but I could use assistance in gathering documentation to give to a developer to look over. At this point I don't know what I'm talking about enough to give someone a gig. I just need a list of things they would need to do to make it work.

    I would assume it would be a behavior or effect. That you attach to a sprite. It would be called "Light Source" or something. It's only job is to draw shadows and light on the layout, and stop when it hits a surface set to solid. Does that sound right?

  • Would be glad to know how to switch to old engine

    Add the CocoonJS Object.

    Then click it, and edit the properties.

    <img src="http://i.imgur.com/bfrN8PP.png" border="0" />

  • I talked to Ludei about this one.

    I think Construct 2 is using an outdated version of our Box2D extension, an easy solution could be to copy the latest release of out Box2D extension from here: bitbucket.org/ludei/cocoon_cocoonjsextensions/src/1cd24033c801e04591d2017db2d2396189d62d63/CocoonJS_Box2D.js and replace it on the c2runtime.js generated by Construct 2.

    We are working with Ashley to solve this issue.