newt's Forum Posts

  • Arima heh I do that all the time, just not on purpose.

    BluePhaze Yes, its everything in the viewport in a base64 string.

  • http://www.deviever.com/lowrezjam2014/

    No that pixel is not a space station... its a moon.

  • I think most of the things associated with C2 use camel case. Something like progressSaved.

    Some systems handle spaces badly, so a _ could end up as a %, etc.

  • To start the CC plug used a vertex, the smallest thing you can make graphically. Basically it was like a particle, a single point that only had the restrictions of the gpu, rather than what we have of canvas2d.

    Secondly, to produce a plug would require someone to figure out how to convert those xml calls into actual code that C2 can use, its not "oh hey just add this file".

    Thirdly if all you wanted was access to some premade patterns you could convert those xml files to json, https://www.google.com/#q=xml+to+json and figure out how to replicate those calls in events.

    C2 uses json, because its a file type all the platforms C2 works on, works on.

  • That would probably be a better idea than saving to a device folder, but you are going to need a plugin developer to do it.

  • It would have to be from what ever third party exporter you are using. C2 does not have access to a home folder, however you can:

    A: Save the screenshot internally(webstorage, pretty limited)

    B: Allow the user to download the screen shot(depends on the device)

    C: Mail the screenshot(depends on the device)

    D: Send the screenshot to a third party(php, cloud{dropbox,etc}, via ajax

    Most of which will require the image be converted from base64 if you want to use the image in anything other than C2.

  • http://developer.nuggeta.com/#!document ... construct2

    All those underscores are a little scary, but ehh, that's probably just aesthetics.

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  • Its not that hard really, especially when you consider we have the bullet object, in fact I would wager that you can do more from eventing than you could using xml.

    Besides, the drawbacks are pretty big:

    A: A ton of objects in javascript is a bad idea to begin with.

    B: Xml would require additional libraries, Ios, Ie, etc. don't support it.

    C: You are limited to what commands are available to Bml, whereas in C2 you can do what ever you like, hence my question of what can it do that C2 can't.

    Try it on your own, you might like it. If you need suggestions... ask away.

    Complaining that nobody wants to make you something, bad idea.

  • Well making the game is the most fun, I'll say that much.

    Frame rate on mobiles is low, that's a given for any engine, and yet we have users that expect the games to work just like they do on the pc.

    So if you are willing to work with the limitations, rather than expect everything to work universally, then you should be fine.

    Also the notion of "native" is a bit of a misnomer, just because something is compiled to run in that devices interpreted language, does not mean it will be faster.

  • The answer is yes.

    Will it be super easy?

    Nope.

  • 2288 frames?

    Yeah, good luck with that.

  • Sure just just reference the variable yourobject.variablename

    You should do some more starter tuts if yours unsure about that part.

    Its pretty basic, and will be used quite a lot.

  • What does ampersand have to do with setting the value to cave?

    Unless perhaps the first part of the existing value is ca, and you are adding ve to that.

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  • What can it do that the C2 can't already?