Joe7's Forum Posts

  • The Ajax-Plugin should be perfect for that purpose. How do I-faqs - "Ajax"

    [Edit]Topicname 'Saving variables locally'? Didn't you write yout want to store the variables on your server? The Plugin above is for local storage - Ajax for storing on the server..

  • Pode: I think I've fixed this problem now and can look at the next ones.. Thanks for your helpfulness. Your future plugin looks awesome.. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Updated to v 1.4: WebGL hopefully fixed

    Next step: Support for mobile devices.. <img src="smileys/smiley2.gif" border="0" align="middle" />

    [Edit]Seems that Canvas.toDataURL is broken for Android (2.x)-devices - code.google.com/p/android/issues/detail

    I suppose this causes the blank images. I've tried to implement a workaround for them (http://code.google.com/p/todataurl-png-js/) but the translationtime for the saving is much too long - I think waiting for a good Webkit-Androidimplementation makes more sense - or anybody knows a better way..

    Wishy: Awesome App. On desktop-browsers the saving should work. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Resizing the width (capx) - height should be similar <img src="smileys/smiley17.gif" border="0" align="middle">

  • Wishy: Thanks for reporting this bug so clearly. I'm working on the WebGL support- but currently I have no plan how to convince a WebGL-Chrome to save a canvas as an (not-empty) image. I've tried different ways for the WebGL and had success - problem is - only for Firefox and that is working already. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Pode: Sounds very good.

    There is one thing I do not understand. When I look at the demo of the "Extract Sprite" behavior the extracted base64-string with chrome and webgl seems to be wrong. But - when I use the behavior in my plugin-demo the sprite extract with your plugin is the only thing that works on chrome with webGL. I suppose that the blank-images bug has a painting origin.

    I've built a similar behavior like yours for extracting the base64 of the C2-cangs. It works perfect on FF.. very great but it also fails on Chrome - useless.

  • Possible to replace the button with a sprite? This wouldn't remove the focus from the game and it can look and with a few events behave like a button..

  • newt: I can't confirm this for Chrome 19.0.1084.9 dev-m -

    everything works fine - works only not if I open the local export with Chrome (Firefox 11.0 opens it locally without problems)

    touch test

    touch capx

  • [SHIFT]+[RETURN] --> create new lines

    under "Preferences" you can change font-size..

    Coding: Feel free to use and/or create plugins if C2 'limits' you too much. Some Plugins allow you to code in 'other' languages - directly or indirectly: php(i.e. Ajax) or Javascript(i.e. CallJs).

    Flash: I'm really happy that C2 is so amazing powerful and that I don't have to use this .... anymore. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • You need not duplicate any events if you use 'good names' for the layouts - eg: layout1, layout2, layout3 (=same "textname" + number)

    How do I- Frequently asked questions - Layout

    --> Suggestion: Layout behaviour

    I don't see a working example with source, so here are two <img src="smileys/smiley2.gif" border="0" align="middle">:

    short version: include a navigation-event-sheet in every to the layouts linked eventsheets and use a global variable for the number of the 'active'(current) layout

    with Buttons - demo - capx (r85)

    with Arrowkeys - demo - capx (r85)

  • Pode: Do you have reached/found a working implementation of "toDataURL" - for Chrome(WebGL). I don't know if mine ("acts.Request") is wrong or it's a bug of chrome webGL. I have tried a lot of different ways but however I always get empty images with chrome. In Firefox WebGL works without problems.

    For me it seems that the online-demo you've posted at the [Behavior] Extract Sprite to base64 string has the same problem when I extract the base64 with Chrome WebGL

  • I've searched now for "chrome empty images" and found that this "problem" with empty images isn't unknown. (Seems that there can be troubles with chaching images when often reloading the same page/image/.. )

    [Edit]After a few tests I have the following:

    for Chrome 18.0.1025.142 m (+19.0.1084.9 dev-m):

    -) WebGL - only Sprite saving works - having the same issue as above

    -) canvas2d - all actions work

    Firefox 11.0:

    -) WebGL - all actions work

    -) canvas2d - all actions work

    _____

    I'll try to update the plugin for the chrome WebGL-renderer - asap.

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  • I have tested it with the same chrome release - it works as expected. (Win Xp, canvas2d in Chrome). What happens when you save the image and load it with Paint or similar?

  • Since r85 this is possible with using the ID of elements - eg a TextBox in C2.

    demo (capx)

  • Wishy: Strange - should not happen. I've exported the demo now with C2-r85 and it works with this actual release too. It seems that the data gets not properly saved. Can you try to save the sprite from the demo in a Textfile(debug-php-file). It should look like this.

    Do you have this problem on a local webserver too?