Leos's Forum Posts

  • 10 posts
  • I got the problem solved (as a workaround) by adding "use strict"; at the beginning of c2runtime.js, after exporting my project.

  • Those gadgets have little RAM, maybe it wouldn't be pleasing to use Construct on there even if it was possible...

  • Make it immovable(apply and remove this as you need) instead os solid, maybe?

  • Thanks, but in your example the image that should be loaded doesn't show up everytime I run it, that's what happens when I try to load an image :/

  • No, actually I just had a textbox there telling "webgl" or "canvas2d"... now that I deleted it, it's ok :) It seems the textbox bugs the canvas or something.

    But now this example seems to run faster in canvas2d than in webgl. Is it possible?

  • No, i haven't :/

    Now that I have enabled WebGl in Firefox, it's also showing a grey canvas with when using WebGL, just like in Chrome.

  • I'm sorry...

    Actually, ONLY the Ragdoll physics example shows a blank canvas (or grey) on WebGL(Chrome). Everything else is running fine.

    ATI Radeon HD 5500 here.

  • Yes, my graphic card's drivers are ok. It works well in FF here too, but in chrome I have this issue.

    Anyways, it should work in canvas2d if WebGL was disabled, right?

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  • Hi!

    This is what I was looking for! Something to load images dynamicaly, but I just can't get this to work... it doesn't load my image :/ Can you post an example, please?

    Thanks in advance!

  • That's it...

    I've set up the Ragdoll physics example to run on WebGL, Linear Sampling, and it only shows the texts.

  • 10 posts