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.