ghost's Forum Posts

  • report bug

  • +1

  • IDK...

    Have you asked the Ubi guys?

    or Ashley?

  • C-7 thanks a lot bro,

    * feels awesome like superman *

  • I'm skipping 144 fo'sure <img src="smileys/smiley6.gif" border="0" align="middle" />

  • the HTML5 export includes some scaling detecting the OS and browser in its META tags, but I assume you're talking about all platforms, right?

    ViewPort doesn't help?

    Lastly, isn't there something about detecting in what kind of OS the app is running? That'd be a nice suggestion to pitch.

  • Does anybody know how to open a game which was saved with the higher version in the older one?

    xoros

    open the .caproj

    find the line that mentions "14400", rename to "14300"

  • what's your background size?

    You should do a huge background (username Arima's suggestion)

  • check how direcor Miyazaki did it in Totoro or Only Yesterday, he animated grass in an awesome way

    He just moves it!

  • I could never fix that waiting time on load, saved myself countless headaches using spritefonts.

  • 3800 is too much, split it and use powers of two sizes (4,8,16,32,64,128,256, and 512 at most)

  • You may want to learn to just skip it all together and just do it yourself so you can have more freedom. You can do it a number of ways--one of the easiest being make a private variable on the object you want to fade.

    If Object.Variable = 1    ----> set opacity to Object.Opacity+200*dt

    and Object.Opacity < 100

    (you can change the 200 to whatever you want).

    Then to fade out just set the variable to 0 and do:

    If Object.Variable = 0    ----> set opacity to Object.Opacity-200*dt

    and Object.Opacity > 0

    So I do like the two Tween plugins, but for simple fades just do it that way and save yourself the overhead. A single event for either direction takes care of everything.Excellent!

    * Steals code and runs *

    C-7 is this better than the included Fade behavior??

  • > That's amazing! Congratulations!

    >

    > Btw if the PS4 does support HTML5, any idea if it supports WebGL?

    That's like asking if an airline has airplanes, are they commercial jets.Quoted for posterity

  • Ashley,

    A couple of days ago I contacted Ludei with a bug report for the physics system in cocoonjs 1.4.1 - I had a bug similar to the ones reported in this thread. You see, the impression I have formed is that we are waiting for Ludei to fix their physics wrapper, so I thought the report would be useful for them. However, the reply I just received from Ludei was that they were content with their physics in cocoonjs and that the problem is still one that belongs to Scirra...

    So, are we still in a catch-22 situation or could somebody shed some light on what progress is being made here? Apologies if I have missed this in another thread or I have misunderstood the current state of play with C2/Ludei, but I drew a blank when searching the forum.

    Thanks.We are on the losing end, CocoonJS also supports other two engines and they can forget about one(SC2) if the other two work, or even worse, if those have a bigger userbase...

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  • Man, last question: Have you tried using Sine animating something in an iPad? Do you get a good framerate or do you get lag and slowness?

    Great to know you are experiencing these things too, I thought I was doing something wrong.

    Summarizing, there are 4 bugs so far:

    1.- sounds don't work

    2.- app freezes

    3.- app works but refuses to quit

    4.- app shows continually downloading icon