Marsmanmig's Forum Posts

  • 12 posts
  • Thanks so much. Very useful!

  • Hi everyone.

    We've just recently launched our game, Rayado. It's totally C2!

    Guide your disk through various levels by drawing deflector lines.

    https://play.google.com/store/apps/deta ... rks.rayado

    We hope you like it. Have fun!

    Cheers,

    Mig

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  • Hi people,

    we have just launched our first construct2 game. It's a memory game with different game modes.

    Mode 1: Practice mode - kind of like the "original" memory game that we all know

    Mode 2: Adventure mode - earn dollars, level up, and get to know all characters and their stories.

    Mode 3: Multiplayer on one device - best played on a tablet. If it's not for you give it to your kids. They will enjoy it.

    So - if you like a bit of a memory challenge we'd be happy if you try it.

    Have fun <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    https://play.google.com/store/apps/deta ... .bebmemory

  • Thanks for the replies... they cleared it up things a bit for me.

    It's obviously the one pixel added around sprites which makes things different than I expected. Of course 4 x 258 will not fit in a 1024.

    I suggest there could be an option to turn off the pixelborder on a per image/sprite basis.

    The other thing is that images from one single animation will not be separated into two (or more) eg 256 x 256 smaller spritesheets but instead be joined into a larger one (eg 1024 x 1024), even if obviously leaving empty half (or more) of this quite large spritesheet.

    For know I think I can work around it even not with perfect results. And I know texture atlases are a complex issue. Some manual tweaking options would be great. Hope there will be something in C2 in the future

    Cheers!

  • Hi evryone,

    I have a project containing many 2-squared sized images like 128x128 and 256 by 256, all of them same type like png32.

    On export C2 creates 512x512 or 1024x1024 texture atlases but leaves complete rows empty. Instead adds another atlas image, also more than half empty!

    I really though and still think that a 1024x1024 should be filled completely with 4x4 images of size 256x256, but it just won't do it.

    Is this a bug? Or does anyone knows the reason for this? It's wasting my memory. And I want to fix it because of mobile performance issues.

    Any hint is appreciated. Thanks.

  • Is there an example of this?

    I don't understand.

    Thanks!

  • Hi everyone,

    I am currently working on a pinball game done with C2. It's progressed pretty far and has a lot of possibilities/elements already.

    Now we are putting it all together, doing the table designs, and adding rendered elements and illustrations.

    Unfortunately at the moment the prototype is not yet available online.

    But there is some video with our campaign on Indiegogo:

    What do you think?

    Would love to hear your feedback.

    Cheers, Mig

  • I have to correct myself. Except for my last paragraph.

    There is no easy fix or workaround for this. Seems like other sounds are not playing at all. Sounds are mixed with volume changing.

    Guess we will have to wait for a major FF sound update.

  • I can confirm. Audio is broken in Firefox 25.

    It only affects longer audio files in my case (music). After loading for the first time they start playing but stop after about a second.

    Now I installed FF 26 beta which reduced/removed the terrible noise and I found a temporary workaround. For my prototype i was able to do it the following way:

    ----

    Function On "startmusic"

    > Audio | Play mymusic looping from Music at 0 db (tag "music")

    > System | Wait 0.1 seconds

    > Audio | Stop "music"

    > Audio | Play mymusic looping from Music at 0 db (tag "music")

    ----

    Not a beutful "solution" - I know. Will remove it again as soon as this FF bug is fixed.

    I am not happy about the FF team not testing thoroughly enough before such a radical change/update. But it shows that audio is not a big issue (yet) for a big part of the webcommunity. I can not imagine the same thing happening to the displaying of graphics or fonts.

    However the new standard is necessary and I hope that technology will then stay with us for a long while.

  • In your update to r138 it states:

    "CocoonJS: accelerated physics will now work with applying forces and torque when the next CocoonJS launcher comes out"

    Since there were 6 months between cocoonjs 1.3 and 1.4 is it possible it might take another 6 months until this physics issue is fixed?

    That would be very depressing. Am still hoping for some quicker solution. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Having the same issue/problem.

    I guess we'll have to wait for a fix. Hopefully not too long.

    <img src="smileys/smiley19.gif" border="0" align="middle" />

  • ---UPDATE---

    No need to read what's below the double line anymore... the error has gone with r138.2

    Now I just have the same issue left like described here...

    scirra.com/forum/cocoonjs-black-screen_topic63349_post435707.html

    Hope this will be gone soon with some CocoonJS update.

    Or is there another solution?

    BTW: how/where can I switch to the other physics-engine?

    Cheers, Mig

    ------------

    ------------

    Hi, I am posting this here just to let you know about an annoying bug that prevents me from getting my game working on mobile via CocoonJS.

    It might be Ludei's responsibilty as the problem only appears when launching with CocoonJS, but who knows.

    I basically just want to rotate an object around a hotspot using forces/impulses. Sounds simple and easy, and it works on the PC (Firefox) just as expected.

    Link to .capx file (required!):

    projects.migmarn.com/public/revolute_test.capx

    projects.migmarn.com/public/revolute_test.zip (not minified)

    Steps to reproduce:

    1. Launch zip-file in Android CocoonJS launcher.

    Observed result:

    In the debug console it will show error messages indicating that something with revolute joints doesn't work. Then only black screen. As soon as the revolute action is removed/disabled error doesn't appear.

    Expected result:

    Gravity should affect the large rectangle and rotate it around hotspot 1 (on the right). It works as expected in firefox on the desktop (run capx to see yourself)

    Browsers affected:

    Android CocoonJS

    Construct 2 version:

    beta r136; but I've had this issue before with stable version r132 as well

    Would be great if you could check it for yourself and give me feedback, or even help me to find some possible workaround.

    Thanks for any help, Mig

  • 12 posts