Nathan's Forum Posts

  • We would make sure the pictures were the same size and would use an exports folder in dropbox purely for testing, which was for the use of the artist.

    The artist could test his art on the fly within the game but the pictures would always be reimported by the programmer. In this way the programmer would have complete control over version increments in C2 and the artist wouldn't access C2. It meant that labours could be divided clearly and there would be no mix ups over versions while 2 people worked simultaneously in different locations. It also meant there could be a trail of versions e.g Game v001 -> Game v200.

    Like any project requiring multiple contributors a system needs to be developed amongst the contributors. This workflow seemed to work best for us, although I'd welcome any opinions on the best way of diving labours and I make this request with no idea how much labour would be required by Ashley to implement this feature.

  • Would it be possible to have an option to export a game to HTML without sprite sheets?

    This would be very useful in the development stage.

    We had a good workflow when C2 didn't use sprite sheets where our artist could simply overwrite the place holder graphics in an exported game running out of dropbox and see how they looked within the game. This was minimal fuss for him.

    I'd rather not "save as project" as the old workflow was much simpler.

    Thanks

  • I second that. It would be a very useful feature, please.

  • I am pretty convinced there is a bug here. The viewports are not reported correctly on the 1st tick.

    My following capx illustrates how they change after the 1st tick:

    https://dl.dropbox.com/u/41218343/viewports%20wrong%20on%20the%201st%20tick.capx

  • EDIT: Please see second post.

    I am getting strange results for the WindowWidth, WindowHeight and Viewport dimensions when in full screen scaled mode.

    The following two CAPX files are identical except one has a sprite:

    dl.dropbox.com/u/41218343/Window%20Dimensions.capx

    dl.dropbox.com/u/41218343/Window%20Dimensions%20with%20sprite.capx

    Without a sprite, WindowWidth and ViewportRight are returned as 480 (as specified in my project settings under window size). With the small sprite added, WindowWidth is then returned as my real screen width and I don't understand what ViewPortRight is.

    WindowWidth/2 is in the centre of the screen when no sprites are in the project but somewhere to the right when the project has a sprite.

    I am getting similar results for the other dimensions.

    Specified grid co-ordinates don't change (X and Y).

    I have tested this in Chrome and Firefox with the same results. I have also updated my ATi Radeon 5060 graphics card driver and tested it on my partners desktop. I have tested it on 32bit and 64bit versions of Windows 7.

    I don't know which is version correct. I believe the result returned by my first capx (without the sprite) is more intuitive.

    Many thanks

    Keep up the good work

  • Ashley - Aah I see now. Sorry for the confusion - silly error on my part.

    For anyone who's getting the black screen thing:

    Make sure you highlight and zip the contents inside the exported C2 folder (i.e. /images and the .js etc), not the exported C2 folder itself.

    ludei - apologies for my confusion. The error console inside your launcher is a great feature for most needs, although I'd imagine a list would come in handy for many developers. Great stuff so far. Keep up the good work.

  • ludei

    Please could you supply a list of C2 features that are still unsupported? I have tried 4 of my apps and get a black screen on them all!

    At this stage it would be useful to see what your graphics rendering is like so I can assess the limits in my apps. If I had a list I could ensure I avoided certain features for the time being.

    I understand that you are still under development and I'm glad to see all the positive comments coming from other users. Good luck in your project.

  • I am currently testing my Android apps with phonegap, with a view to using appmobi or cocoon when they have matured.

    The new "import project files" feature is very useful and works well via my PC's browser but is doesn't seem to work with phonegap.

    As the call is made to a .txt file via AJAX, am I barking up the wrong tree? Please can someone confirm whether this is possible? Can Ajax calls work within the file structure of a phonegap wrapped game?

    Many Thanks in Advance.

  • Ashley

    My following example is a rough prototype for having large layouts on an Android device. The objects are all placed on the layout, placed in an array at the start of layout and deleted and then recalled as you you scroll across the layout. However I also have the same creating objects by name issue as I want a large amount of different object types i.e 100s

    dl.dropbox.com/u/41218343/LargeLayoutsEXP5.capx

    If I could set each instances's animation in the layout editor and also see the chosen animation I could see and plan a layout without using a massive amount of object types and without repeating the code for each object type because it could be done with variables.

    It would be like having an object working as if it were a family with limited features and would be really useful, especially for a rich background.

    Do you think it would be possible to add a feature to be able to select an initial animation in the editor and to be able to see it?

  • Ashley

    I would like to use a large layout with many instances in an Android project. To cut down the object count I am destroying the objects and referencing them in an array at the start of the layout and calling them when necessary.

    The animation name method would be a reasonable way of creating objects by name. However I will be using a lot of different pseudo objects (i.e animations). This is difficult from a planning point of view in the layout editor.

    In the editor you have an "initial frame" setting. Would it be possible to have an "initial animation" setting and also display the selected animation in the C2 editor?

  • With phonegap there are APIs to create and access an SQLlite database for Android.

    This is possible if you use the call javascript plugin in C2 and build an APK in Eclipse with PhoneGap.

    Is this possible with Cocoon JS or is it a planned feature?

    In addition I have written a simple web-storage test, which just gives a black screen through the CocoonJS launcher:

    dl.dropbox.com/u/41218343/WebStorageTest.capx

    dl.dropbox.com/u/41218343/WebStorage.zip

    Will web-storage be implemented?

    Alternatively which storage options will we have, if we use CocoonJS to wrap our C2 outputs?

    Thanks in advance if anyone has any answers, and I do understand that CocoonJS is in its early stages.

  • Sorry, to ramble on over several posts, but just to clarify, is the position, angle, size etc of an invisible object much of an overhead (specifically on slower android systems)?

    If I were to add an extra check for objects (as visible or invisible) would this save logical resources or just mean a whole load of extra checking, using up more resources? Also, if a layer is invisible, would the objects on it be marked as invisible if checked individually?

    Thanks

  • In addition, if I go to a new layout, but don't destroy all the objects, or make them invisible will they still be held in memory?

  • Invisible objects still take up logic performance, but a destroyed object does not.

    If I have layers (such as menus or options) set to invisible, and basically inactive are the objects still using up resources?

    Say for example, the whole logic involving the objects on an invisible layer needs to be toggled by a boolean, would the fact that the objects are held ready to be set visible be using up resources?

    I am considering destroying all menus etc and programatically recreating them if needed, but don't want to do this unless necessary.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Im my example there are 9 X Sprite1 and 13 X sprite2 within family1.

    Family1.Count returns 9. I would expect 22. It appears to only be counting the first sprite with in the family.