MaorKeshet's Forum Posts

  • I came across a need for this feature many times. It could be soooo handy on large projects. And I guess it wouldn't take more than forty minutes to implement...

    Pretty PLZ Ashley

  • Thanks That's encouraging I will tests this later.

    I guess the issue is closed since the problem does not reproduce on another system.

  • bump

  • Problem Description

    When executing "Download as JSON" on an exported game, the save location dialog box does not launch

    Attach a Capx

    This is the capx file https://www.dropbox.com/s/k3y6cly2wk0u90q/download%20test.capx?dl=0

    and this is NW export for windows 64 bits https://www.dropbox.com/s/86p3t8qvil36dl7/win64.rar?dl=0

    Description of Capx

    Only one event: On Sprite.Click > Download Dictionary as JSON

    Steps to Reproduce Bug

    Click the sprite on the win64 export

    Observed Result

    When clicking the sprite on Preview - works fine, the save destination dialog box shows

    When doing the same on the exported nw - a white window with a "download link" opens up. you can save the file by clicking the link, but it is a major disturbance in the flow

    Expected Result

    I expect the save location dialog box to open without the intermediate "download link" window

    Affected Browsers

    NW export

    Operating System and Service Pack

    win7 sp1

    Construct 2 Version ID

    r221 + NW.js v13 beta 4

    Two additional questions regarding NW:

    1. why is the "single instance" option removed?

    2. will it be possible to add an option that will allow selecting specific type of export (win/mac/linux etc) - this may save tons of time on exporting big projects that are not targeted to all platforms.

  • But skip: If PlayBackTime >= 7 then Set playback time to 3 will cause youtube player to "buffering" state. I have no idea how to solve it.

    I guess you meant playback>=3 and set to 7.

    Same results here... Seems to be an API issue, maybe on youtube's end.

  • https://www.dropbox.com/s/62h7dg6p6psopv4/tube%20test.capx?dl=0

    It is on my first post, I think you missed it when you got exited about frcol's additions

  • Thnx for the update rexrainbow and frcol

    I just found this suggested solution for non-floating iframe http://www.electrictoolbox.com/float-div-youtube-iframe/ He also suggests control over youtube's suggestions display at the end of the video. I'm not a programmer, but it seems that this solution could be implemented quite easily. Is it possible?

    [quote:3hgb5vr9]SetPlaybacktime does not work on "skip" (for example, when JumpFrom=3 and JumpTo=7)

    The same action works fine on "repeat" (JunpFrom=7 and JumpTo=3)

    rexrainbow - Is this a Youtube API issue or a bug in the plugin?

    I understand that disabling the mouse is not possible via API.

    In my game, on mouseclick.YoutubePlayer I want events to occur while the youtube player keeps playing. Does anyone have an idea for a work-around?

  • This morning I came up with an idea that requires a stream player. You may imagine how happy I was to find this "fresh" plugin. Great work (as always) rexrainbow THNX

    Few questions/issues:

    1. Is it possible to add a mechanism that will allow objects over the video? This would be very handy...

    2. Is it possible to have a parameter that hides Youtube's info at the top (name/watch later/share)?

    3. Is it possible to have a parameter that disables play/pause upon video clicked?

    4. In order to run some tests I created this project that includes two Time-code counter videos running in-sync. Here are some of the results:

    https://www.dropbox.com/s/62h7dg6p6psopv4/tube%20test.capx?dl=0

    a. The plugin runs nicely over desktop and mobile via wifi, but its response is quite far from being accurate - the average response to action.pause is around 0.3 sec. Also - each player has a slightly different response time. You can test it by setting a desired pause time on the AutoPause variable.

    b. When looping at the end of the video, the plugin shows the "suggestions" screen for a split second. I worked around this issue with the "clean loop" action (enable line 8 to activate "clean loop").

    c. SetPlaybacktime does not work on "skip" (for example, when JumpFrom=3 and JumpTo=7)

    The same action works fine on "repeat" (JunpFrom=7 and JumpTo=3)

    When you use the capx, make sure to always close the tab you have used for the last preview (some inconsistency when re-launching a preview in a "used" tab).

  • This effect is exactly what I was looking for. THNX Gigatron

  • Darn, Intel just updated their XDK software and I see nothing about this. I'll have patience for the future.

    This has nothing to do with your installed xdk software, it is server-side business that are quite complicated.

    No news about the official release, sorry.

  • I can't wait to play with this. More than just allowing us to exceed the 50MB limit, it makes it easier to deploy updates: put your "static" assets like music and base sprites into the secondary APK, and only ever update the primary APK (which will contain your event scripts and new/changed assets) as you expand your game or fix bugs and whatnot. Saves users download time/data as well, which is still a concern on mobile for many people.

    GeometriX - At it's current state, plugin works only with the Images folder, not with the Media folder

  • I just had a successful test !!!!!

    My 145Mb game downloaded from google play, installed and launched

    I guess that Intel will officially publish the plugin soon.

    delaflaquita - for now, completing the process requires manual editing of intelxdk.config.additions.xml with some app data from your google play developer console, but this is not too complicated.

  • Update:

    Upon testing manually the expansion plugin with my game, few problems and issues came up.

    Intel are currently working on these last adjustments and fixes.

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  • I just read in depth the instructions I got from Intel yesterday (I was away from my desk) :

    The solution is not fully automated yet, it still requires adding and editing intelxdk.config.additions.xml file manually. I believe that as soon as the automated workflow is completed, Intel will publish instructions.

  • >

    > From where you got that info?

    >

    I got this info directly from Intel. I have been nudging them about expansion file for quite a while...

    It might be that this option is still not official, since there are still few issues on the startup sequence (few seconds delay between the splash screen and the loader).