JarrydHuntley's Forum Posts

  • R0J0hound or anyone else. Is is technique cross-platform? I imagine since JavaScript and a canvas are lowest common denominator features I'd think it should supported all platforms.

    Also do I need to set the second canvas to null or dispose of it? Or does that not make a performance difference.

    Thanks!

  • Welcome back! Thought you were gone.

    Personally I use 720p(1280, 720) as my target resolution. If I need to scale down it's not that much or if I need to scale up it's not that far either.

    Even though a lot of phones/tables have super high resolutions there are still a TON that don't and aren't super powerful. I'm using a few layer shaders that work fine at 720p but they'd probably really chugg on a resolution higher than 1080P on a midline phone.

    That's my two bits at least.

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  • NEVERMIND! I just needed to wait 16hrs.

    WORKS!!!

  • Has anyone used this plugin recently? I tried the test project and using it in my own project without any luck so far.

    I know the plugin hasn't been updated in awhile but I took a look at the release notes and the mobileSDK hasn't been updated in 2 years. So that shouldn't be the case.

    Thanks much!

  • Got. Thanks!

  • Do need to update all firebase plugins or just the core?

  • Ah, good call! I'll give that a try as well. Thanks!

  • Hello

    I have a couple of compound physics characters in my game. I want to trigger collisions only on or between certain frames of animation. I know the simplest approach would be to have collisions disable and when the animation hit certain frames enable then disable it. Are there any problems with this approach?

    Another solution I thought of was instead spawning a dedicated collision object and pinning it when the character reaches reaches a certain frame.

    Any advantages to rather approach? And other ways oh handling it?

    Thanks!!

  • Hello ASHLEY. Any plans to support the official Web MIDI API: http://www.engadget.com/2015/05/20/chrome-midi-support/?

    I'm not asking for an ETA, just whether if it's planned for the future on your infamous feature request list.

    Thanks much.

    Edit: CRAP! Sorry for necroing such an old topic. Surprised they don't auto lock after a year or so.

  • Ah, good call!

  • I'm interested whether there are any plans to rewrite this plugin since Chrome now has official MIDI support via Web MIDI: http://www.engadget.com/2015/05/20/chrome-midi-support/

  • vybr Kinda. The functionality works just the same as "scale outer" which C@ obviously has. The interface I posted just has a easy visual guide to help with designing and figuring out how things will look visually.

    So yes, but without that same guide.

  • I hate to be the "How bout this?" person but I think this is one of the most clever systems.

    In Fungus -a Unity 2D framework- they have a 4:3 in a 16:9 view! That way you can easily compare the viewport of both aspect ratios. .

    Between both of these it handles 90%+ of mobile devices( with a tiny bit of wiggle room).

    I'm not suggesting adding it into base C2 since I'm already working on implementing it myself. But I just thought I'd throw it out there as a solution for others. If I get it working I may post a tutorial one those are opened back up.

  • Hey I'm not sure if they rex_firebase_query is working correctly. I have all the plugins installed and I'm just getting the following warning in the console log:

    "FIREBASE WARNING: Using an unspecified index. Consider adding ".indexOn": "height" at / to your security rules for better performance."

    Not sure if I missed something since this is all new. Thanks!

  • Awesome! Thanks tarik00555! That's kinda what I've done in the past. It can just get messy if you're not careful.

    I guess I was hoping for something a bit more procedural since a lot of my characters will share the same base animations. But I guess depending on how I use families it could be a little more general.

    Anyone have any other takes on it?