labithiotis's Forum Posts

  • I can confirm that Mipey's example files do load on my iPhone 4 using cocoonJS. So looks like this is now an option for CocoonJS (Good Job Ludei)

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  • I meant for testing you don't need Mac :) and for final submission the link Havoc posted looks good, guess it would only be a couple of $'s

  • Sweet :) Thank you, can we expect it soon. Want a badge for one of the first few to download it :)

  • This wasn't working for me about a week ago, been using loads of work arounds. Cocoon did do an update to the app about 4 days ago, so it could have been that. What's the performance like on cocooonJS?

  • To install the launcher (which is just a testing application) you just need your device, nothing more (no prevision profiles, or mac). Just download the app from the store onto the device.

    Ludei CoCoonJS walk through

    iOS app link

    Android app link

  • Hi,

    A fellow Game Designer and Artist who's joined this awesome community, hoping to make and help the creation of awesome games.

  • Why do you need a MAC for CocoonJS? You can use the cloud based compile for the final IPA which isn't a converter. The code is still HTML5 it's just loaded in a focused platform specific accelerated browser (that's cocoonJS, aka a HTML wrapper) which loads your HTML5. If you do need the application security key (apple profile etc..), you can do that without mac too (

    Subscribe to Construct videos now

    ).

    For testing you can use the CocoonJS Launcher app which is free, and it's soooo easy to use. Just register and put your code from email into the app when asked, upload your exported zip from C2 to your own url or dropbox and pick that address in the test section of the app.

  • Great!

    Is it possible to use a tillable texture as the fill? Or could that be achieved using two layers and setting the poly layer to mask the textured layer?

  • Can't you do this with the pin behaviour (if you don't want the distance/angle to change at runtime) by creating a blank(0 opacity or filled 0 alpha fill) sprite and call it origin.

    Then at the start create pin your sprites to this origin.

    Now when you rotate/move the origin all other sprites will cycle the origin.

    See an example here

    If you did want to change the distance from origin at runtime I suspect you can unpin the sprite, and move at inverted angle from origin and then re-pin (doing that every tick until repined).

  • +1

    Got it, only took me like forever <img src="smileys/smiley19.gif" border="0" align="middle" />

    Sooo.. I thought you had to place the fonts in the zip in a folder called fonts. Also when I was first doing this I must have got the case wrong.

    Thank you for your help.

    Just to recap for others on how to use a local font in CocoonJS:

    1) You need to import the font into the Files directory in your project (right click on Files and choose Import).

    2) The file-name should be Font + FontStyle and of the same case. Example I had a font called Tw Cen MT with a style called Condensed Extra Bold, so full file-name is Tw Cen MT Condensed Extra Bold.tff

    3) Every time you export to cocoonJS, open the zip and rename font file to be correct case (it always default to lower-case).

  • Ta Guys, the sine behaviour was the ticket. I wanted a flick at the beginning of the trajectory, and using Sine allowed me to do this.

    newt that's great example, I thought to use a var to change target :)

  • I just submitted one too and have same issues, the left navigation is set by the initial submission. I can't see anyway my end to change this.

    Just want to make them shorter as they overlap <img src="smileys/smiley21.gif" border="0" align="middle">

    https://www.scirra.com/tutorials/471/random-bias

  • Ideally a setting (for example "exact match" or "overlap").

    Can you make these objects always snap to whole pixels to avoid the scrolling/scaling issue?

    Also I am using Pixel Rounding, so I assume I wont see seams?

    Reason I would ask for the option is because with my current art style I only[b/] want the edges of the boxes to look like glass and for the inside of the grey buttons to look like glass too. I use transparency to achieve this effect (specially when animating this over my assets) but I guess if I can't use 9Patch I can just make all the assets at the pre-set size.

    By the way the 9Patch objects render fine in the editor, just not at runtime, is that because at runtime you change the positions?

    Thanks for the quick response

  • Link to .capx file (required!):

    dl.dropbox.com/u/2175584/Construct2Examples/9SlicePatchBug.capx

    Steps to reproduce:

    1. Use a 9-Patch

    2. To observer best use some transparency

    Observed result:

    Where the corners meet the sides (which can either tiled or stretched) they overlap by one pixel. Subtle but more noticeable on semi-transparent textures.

    <img src="https://dl.dropbox.com/u/2175584/Construct2Examples/9SlicePatchBug.jpg" border="0" />

    Expected result:

    Hopefully you can just make them meet up exactly without overlapping.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes (even worse)

    Operating system & service pack:

    Windows 8

    Construct 2 version:

    r119 (64-bit)

  • Make an Array with X:0 Y:1 Z:1

    On [b]Instance[/b] Created | Array Push Back [b]Instance.UID[/b] on X Axis  
    

    or if your destroying/adding your instances a lot you can do this before you event.

    Array Clear
    Pick all [b]Instance[/b] | Array Push Back [b]Instance.UID[/b] on X Axis 
    

    That way your'll always have an uptodate Array list