nemo's Forum Posts

  • I exported my project using physics to CocoonJS and it only displays my loading layout and then runs my game behind it, while still reacting to touch. I went back to r128 for now. I don't know if this is related to the same problem that Tekniko is experiencing. Could it be that the canvas is being drawn twice or something?

  • Thank you for all this nice feedback. I made one more test. This time with fairly simple 2D Ambient occlusion. It could be handy for creating some depth to levels. I tried to follow what I've learned from Ambient occlusion in 3D. As with the other examples it uses snapshot to create picture file that is then loaded to the scene. AmbienOcclusion

    AdamD

    Good job with your experiments. You have lot of details on the shadow behaviours.

  • AnD4D

    It's just 7 events.

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  • AnD4D

    Thanks for the idea.

    DynamicShadowCasting

    This one is casting realtime dynamic shadows. I made it really light and the cool thing is that it also works without WebGL. It should run around 60FPS.

  • Hi everyone,

    I did some shadow casting tests. I don't know if there's better ways to do this with some plugins.

    <img src="https://dl.dropboxusercontent.com/u/53898431/Junk/LightCastingTest/LightEngineScreenshot_2.jpg" border="0">

    Drag lights and objects around with your mouse. Add lamps with mouse middle, delete with mouse right and when you are ready to calculate the shadows, hit enter and wait until it's done. To reset everything hit spacebar.

    In this version light sources are casting light. Try to create walls to see how it works.

    LightCasting

    This one is using opposite method and is a bit heavier to calculate.

    ShadowCasting

    This one is casting realtime dynamic shadows. I made it really light and the cool thing is that it also works without WebGL. It should run around 60FPS.

    DynamicShadowCasting

    This one is a bit experimental Ambien occlusion for 2D.

    AmbienOcclusion

    Let me know what you think...

  • Ashley

    It actually seems that I do have variables called Random2 and Random3, but that's only half of the issue here. Why does it replace what I type? Shouldn't it be suggesting like google does and not trying to force me to write junk? I hope this auto correct turns into auto suggestion.

  • michael

    Why don't you just double click the left top corner new project button. It should close C2 without any problems.

  • Link to .capx file (required!):

    Not needed for this to be tested.

    Steps to reproduce:

    1. Try to write Random() and you will end up with Random2(). It doesn't matter if you write Random(5) you still end up writing Random2(5).

    2.

    3.

    Observed result: Random2()

    Expected result: Random()

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack: Windows 7

    Construct 2 version:

    r128

  • I think before this problem gets sorted out it's best to close C2 by double clicking the left top corner file button. It should close everything without any crashes.

  • The most negative feedback I've received from my CocoonJS games has been about the long loading time at the beginning with that CocoonJS splash. People are just asking why does it take so long for the game to load and what does this mean Powered by CocoonJS? I would be more than happy to get rid of it and even willing to display CocoonJS ad in my game with a link. That splash is just too ugly and doesn't go well with anything. Could there at least be more options for how it looks, so we could choose the one that goes with the rest of the game style? The "Powered by Unity" logo actually looks good, neutral and doesn't actually bother me. There's even ways to customize it to fit your projects.

  • I just love creating own event sheets for stuff that requires lot of code and I use functions for the smaller stuff. I usually create level event sheet like Level_1_Code that's empty. I will then choose from my library of event sheets what that level requires, like Timer_Code, Night_Code, Rain_Code, Fog_Code. To me it's easier to find and modify things that I can easily locate with obvious names.

  • I think that any project that uses physics in r127 will be missing the c2runtime.js or CocoonJsRuntime.js -files, if minify script is turned on when exporting.

  • I think this is the same problem reported in here http://www.scirra.com/forum/topic66982.html. Projects with physics minified are missing something for Node Webkit and CocoonJS exports.

  • Link to .capx file (required!):

    Click new in Construct 2 and choose any example or template

    Steps to reproduce:

    1. Export any of your r127 projects to CocoonJS.

    2. Start your project in CocoonJS launcher with debugging enabled.

    3. Look at the error message.

    Observed result:

    JavaScript Exception (Line: 1734 File: '1489040432'): ReferenceError: Can't find variable: createCocoonJSRuntime

    Expected result:

    Game loading and starting as in r126

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Construct 2 version:

        r127

    I would really like to have the same 3D support as we had in Construct Classic, still keeping everything in 2D. I would love to color code different groups, areas or just comments in the editor, just like in my music software. For debugger it would be good to know what parts of my code are the heaviest and taking the most time to execute.