newt's Forum Posts

  • It's not like we haven't had someone try to take advantage of other people here.

    Even if you were to provide a hash, or a virus scan analysis, it wouldn't be of much use as if it were malicious it would most likely be a "one off" type of intrusion.

  • Unfortunately I'm working with third parties, and they only work on mobile.

    I'd try to find out how they define mobile, but that really won't give me a solution, as they don't offer a way to determine if its working or not.

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  • newt The functions "On load" and "On error" does not work?

    *_iFrame only works with "iframe".

    *_insertHTML only works with "div" (insertHTML).

    *_HTML work with both.

    Its as you said the "iframe" only works with iframe.

    On load, and on error only work with insertHtml.

    I need iframe.

    I've found a work around with the ajax plug.

  • OK, thanks.

    Thought there was something, but it's not in the browser plug apparently.

  • I'm not finding any reasonable methods to determine if a web game is being played on a mobile device.

    Has anyone found a way?

    If not can we get one implemented?

  • It's a fundamentally different product, that would require a complete redesign, and would not fit in with the ease of use standard Scirra has committed to, due to the complexity.

    Does that answer your question?

    Feel free to bump this up in a few days if no one else answers.

  • Please use caution when downloading things from unknown users.

  • newt That's bitrate, pixel fill rate is the number of pixels a gpu can draw per second.

    Yes, but it's a good indicator of what you should be looking for for bottlenecks.

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  • I think I've figured out a solution to my issue.

    One thing I think would be useful would be some triggers form the iframe.

    One for when a url is loaded successfully.

    And one for when it fails to load a url.

    Especially for the second.

  • I don't know what code you are using, but there is no attribute for closing one.

    You can load some other content, or do it via javascript.

  • Don't forget that in isometric, vertical movement is twice that of horizontal.

    The tiles are half as tall as they are wide afterall.

    You don't have to do it that way of course, but it's quite obvious at higher speeds.

  • When you have a collision you can get the xy's of the two objects, and compare their relative positions to each other.

    For example if the wall was on the left side its x would be less than the ships x.

    The problem is you can only estimate where the impact point is because C2 does not do per pixel collisions.

    Instead you have a collision polygon, which tells you approximately how wide, and long your object is.

    Usually the origin is in the center of the object, so a good estimate of where its side would be half the width, or half the height.

    So with our example you could adjust the offset by saying self.x-(self.width/2).

    wall x<self.x, self.x-(self.width/2)

    wall x> self.x, self.x+(self.width/2)

    wall y< self.y, self.y-(self.height/2)

    wall y> self.y, self.y+(self.height/2)