Joannesalfa's Forum Posts

  • Ashley it happens in HTTPS

    https://dl.dropboxusercontent.com/u/762 ... index.html check for console.

    Ok I ignore this at moment. Thanks.

  • Every C2 games I made, when I load it and I get error console:

    Uncaught (in promise) DOMException: Failed to register a ServiceWorker: A bad HTTP response code (403) was received when fetching the script.

    It's related to sw.js file

    Anyone know can explain it and how to prevent it?

    I'm using Chrome.

    Thanks

  • Thanks for this effect!

    It would be useful to develop retro games.

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  • Gigatron

    Hey I loved your simplicity effect!

    I wonder how to change moving x and y values each layers? I think I need to manipulate the scroll position.

    Thanks!

  • Where did you hear about node-gecko? I couldn't find it in search engine.

    Anyway, I'm interested to make a plugin to access Firefox API https://developer.mozilla.org/en-US/App ... evice_APIs and also I will research how to make In-app payments.

  • Thanks for your free copy!

  • smk

    That's crazy, seriously.

    I really appreciate your explanation what you did this game. I was wondering you used arrays for collision, didn't you use tilemap to get locations of x and y to register collisions?

  • That's not really bug, it's design, as r0j0hound says you're overriding this behavior.

  • Looking at the source it uses a pixel array of the canvas and set's pixels individually for all drawing. It doesn't use any of the higher level stuff such as drawImage like most other games in html5 uses. In that regard it's very different than C2. The advantage is it can do those oldschool pixel effects like old dos games, for example the level transition and the dripping blood. Also do to it being low res without any scaling or rotation, per-pixel collisions can be used everywhere. The disadvantage is it has to be low res to keep up the performance, and there is no rotations or scaling of the sprites. Also no doubt they do a lot of tricks to keep things as fast as possible.

    What I got out of it that we might be able to use in C2 is a way to access pixels individually. The canvas kind of does this but things are inefficient. Basically reading pixels is pretty slow but it's much faster to write pixels, although it's probably not compatible with html5's other drawing methods. So maybe a plugin that allows you to manipulate an array of pixels that you can then copy to a texture. Only if events had zero overhead would it perform as well.

    After of reading this post, it was useful information, it makes me wonder you're capable to write a plugin to access pixel array, based from canvas plugin.

    Do you think are you able to do it? sorry if it's too impolite to ask you to make a plugin.

  • There a template, it's preconfigured including multiplayer.

    https://www.scirra.com/store/games-with ... d-game-913

  • Do you have a server that supports node.js?

  • What's kind of database and platform?

  • Ok, I will see that I can do it.

    If you plan to hire me, contact me in joannesalfa [a] gmail dot com. (For spam protection).

  • Take a look at this game

    https://butcher.thd.vg/

    I have no idea what's technology is using as blood splatters, lava, logo, screen transition, etc. It can handle million of moving pixels.

    Do you have an idea what's using this?

  • The only way to get the users e-mail address is to request extended permissions on the email field. The user must allow you to see this and you cannot get the e-mail addresses of the user's friends.

    Anyway, I have iPad and mac that use Xcode to export app for iOS I'm interested but would you mind I can use node.js for back end config?