ghost's Forum Posts

  • On roadmap?

    Can the "old" appmobidev plugin work along the Intel XDK one for this to work??

    thx

  • for iOS, any tut on this?

    thx

    Tom

    Kyatric

  • rexrainbow how to show hours like 23 as 11??

    thx

  • +1 for onion skinning!

  • FYI just in case you're trying to reproduce them

    these errors appeared ussing r0j0hound's paster plugin v0.3

    he fixed it in v0.4

    these were the errors:

    Assertion failure: Warning: set rendering to current texture 0
    
    Stack trace: 
    assert2@http://localhost:50000/preview_prelude.js:12
    GLWrap_.prototype.setRenderingToTexture@http://localhost:50000/glwrap.js:1503
    Acts.prototype.ClearColor@http://localhost:50000/rojoPaster_plugin.js:353
    Action.prototype.run_object@http://localhost:50000/eveng.js:1644
    EventBlock.prototype.run_actions_and_subevents@http://localhost:50000/eveng.js:846
    EventBlock.prototype.retrigger@http://localhost:50000/eveng.js:1001
    SysCnds.prototype.ForEach@http://localhost:50000/system.js:600
    Condition.prototype.run_system@http://localhost:50000/eveng.js:1172
    EventBlock.prototype.run@http://localhost:50000/eveng.js:785
    EventSheet.prototype.run@http://localhost:50000/eveng.js:187
    Runtime.prototype.logic@http://localhost:50000/preview.js:1838
    Runtime.prototype.tick@http://localhost:50000/preview.js:1517
    Runtime.prototype.go_textures_done@http://localhost:50000/preview.js:1402
    Runtime.prototype.go@http://localhost:50000/preview.js:1255
    Runtime.prototype.go/</<@http://localhost:50000/preview.js:1324
    
    Assertion failure: Warning: set rendering to current texture 0
    
    Stack trace: 
    assert2@http://localhost:50000/preview_prelude.js:12
    GLWrap_.prototype.setRenderingToTexture@http://localhost:50000/glwrap.js:1503
    Acts.prototype.ClearColor@http://localhost:50000/rojoPaster_plugin.js:353
    Action.prototype.run_object@http://localhost:50000/eveng.js:1644
    EventBlock.prototype.run_actions_and_subevents@http://localhost:50000/eveng.js:846
    EventBlock.prototype.run@http://localhost:50000/eveng.js:805
    EventSheet.prototype.run@http://localhost:50000/eveng.js:187
    Runtime.prototype.logic@http://localhost:50000/preview.js:1838
    Runtime.prototype.tick@http://localhost:50000/preview.js:1517
    @http://localhost:50000/preview.js:430
    
    
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  • great demo man, like mr driller! thx for sharing

  • stop on collision?

  • blackhornet

    FYI man, after comparing it to Photoshop, check that the fonts generated using the app come out looking thinner, check this screenshot:

    <img src="https://www.dropbox.com/s/fo19mbm7v4x8t6h/fuzzy.png" border="0" />

    dropbox.com/s/fo19mbm7v4x8t6h/fuzzy.png

    The first one is the one exported from the app using AA high, the other 4 are from Photoshop.

    Notice the thing in the middle of the A (let's call it the bridge), it is thinner compared to all the others (except in crisp).

    also, notice that the bridge occupies 2 pixels in the ones using Photoshop,

    but, more importantly, the slants of the A are much thinner in the one from the exported PNG, compared to the ones from Photshop.

  • 1) I really wished it had something more aggressive in that area... well... thx anyway..

    2) In the screenshot there's a big gap, it should be tighter

    (in this case the app recommended to use 19 for T -- that's the one in the screenshot--, but to make it look better I had to change it to 15).

    check this two examples, the spacing is tighter:

    <img src="http://3.bp.blogspot.com/-4UwTxzsyI7Y/Tq3mQYRikfI/AAAAAAAAAGs/C8NJovWE5zI/s1600/kerning.jpg" border="0" />

    3.bp.blogspot.com/-4UwTxzsyI7Y/Tq3mQYRikfI/AAAAAAAAAGs/C8NJovWE5zI/s1600/kerning.jpg

    <img src="http://papress.com/thinkingwithtype/text/text_images/text_images/kerning.gif" border="0" />

    papress.com/thinkingwithtype/text/text_images/text_images/kerning.gif

  • blackhornet

    2 comments:

    1- is there a way to have crisper/sharper fonts? Right now they look fuzzy:

    <img src="https://www.dropbox.com/s/qxfo0kfw6fzli8d/Screenshot%202013-10-14%2007.37.31.png" border="0" />

    dropbox.com/s/qxfo0kfw6fzli8d/Screenshot%202013-10-14%2007.37.31.png

    2- The generator needs some fixing in the calculated spacings:

    notice the gap after the T in the screenshot

    PS: The font is Helvetica.

    thx

  • I am currently developing a 2D lighting system in javascript for canvas2D.

    The goal is to create an identical thing for webgl as soon as it properly works.

    have you checked the paster plugin thread?

  • the tl;dr answer is: Don't bother using cocoonjs, it's currently gathering dust. Do a search here or at the official forums.

    Instead look for Ejecta or Game Closure.

  • search for a lemmings capx in the forums

  • agree wut?

    Hi there Ashley i just finished my game i implement gamepad there but it worked as you said on google chrome for me... What is reason of my post.

    In my game i made info and there i planted how to set gamepad - keyboard emulator.It emulates Gamepad for arrows and whatever you want. name of program is "JoyToKey" just type it to google or... It works perfectly for all browsers.My question is if someone can make a plugin like this, because you dont need to have gamepad it self just gamepad which is emulating keyboard straight to windows or another program. Thanks to reach ashley put it like this: Ashley