nutmix's Forum Posts

  • Thank you very much gentlemen.

    I was hoping to avoid the lerp route as my last project ended up 1000 events and it became an unmaintainable mess.

    I just tried out rex moveTo pugin, and it works exactly as I need. I am very surprised that C2 have not added moveTo as a built in - its very very useful and saves a lot of work. I only hope it handles layer scaling.

    Pathfinding looks interesting, but for balls moving a few cm vertically in a bingo game, pathfinding is probably overkill (assuming it will treat all my UI elements as non solids?)

    Ill checkout liteTween also.

    All great suggestions - thanks again.

  • Hi, I would like to create something like a stock ticker of text (horizontal). Has anyone done something like this?

    Failing that, I could try and keep my messages smaller than the available window, and just show one for a few seconds, then show the other (I guess I can't transition them - no WebGL on mobile devices yet).

    Its something which is pretty easy in CSS, so perhaps I should be using that iframe plugin? But the I don't know how to communicate the text to the iframe?

    Any suggestions most appreciated.

  • No problem, as long as you are aware of it. I just disable webGL in all my projects (which are mainly for mobile, which doesnt support it yet).

  • Is there a way to detect if audio is supported? I tried using the Audio=> "Advanced Audio supported" which works EXCEPT its false for IE10, but IE10 supports audio fine for my game. So I need something like "Advanced Audio Supported" OR "BRowser = IE10" or some other hack?

  • Ashley, is cocoonJS for creating APPs only? Or will it create a web based game which will run from a web page (i.e. no app to download through the app store?)

    The customer is in cash gaming, so apps are not an option.

  • Hi Ashley, how have people been able to create any mobile HTML5 games without sound?

    I just downloaded the Beta Chrome browser for Android. Seems to work, so at least I can demo my game on ios6 and an android device.

  • Great help, thanks Chaps!

    Interestingly, if I set the between layer backgroud colour to black, transparent to No, opacity to 50%, I dont need a sprite! Then when the countdown has finished, I make that layer invisible.

  • Hi, the game has a countdown on a top layer, e.g. 3..2..1 go.

    The countdown is just some text.

    I would like to Obscure the layers underneath during the countdown, to show they are not active, and to emphasize the countdown timer which is hard to read on top of the game graphics.

    Is there a way to do this? I have tried some blend modes, and played with layer blend transparency and opacity. Actually, blend modes are webGL, so cant use those as this is for mobile devices.

    If I set the layer transparency to NO, and opacity to say 50, it half does what I want, but unfortunately also makes the countdown text 50% transparent.

    I really don't want to have to modify the layers underneath - this would produce total spaghetti code.

    Any ideas appreciated.

  • Hi Paradox, I disabled the console log, and the sound is still broken, it didn't make any difference, unfortunately.

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  • Check out this 2 line sound test capx

    When you click on "Click Me" it should make a bang.

    The test is to click on it 3 or 4 times in a row quickly (which the game will do).

    From the console output, you can see that per tap only gives one sound event ("Bang!" is logged).

    Works on:

    1) chrome desktop (v27)

    2) safari on iphone 4 with ios 6.

    Does not work on:

    1) safari on ipad 3 (ios 5.1.1) - get first bang, long pause, the last.

    2) Chrome on Google nexus 7 Android 4.2.2 - get first bang, long pause, the last.

    3) Chrome on Galaxy III Mini (Android 4.1.2) - plays each bang, but 1-2s lag before playing each.

    The effect for ipad and nexus 7 is the same and 100% reproducible:

    1) you get the first bang, then a long pause, then the last bang (completely out of sync, and missing the middle bangs).

    I have to get a demo version for a big supplier in a few days, and without sound, I am going to fail. Any ideas appreciated.

  • Ashley, here is a project with a couple of text objects in, if you look a the white text, you will see that the B is thicker, and that XT join togehter etc. Its like the white version has gone into 8 bit bold mode. The red version has some anti aliasing issues too, but at least the text looks the same as black. If you switch of webGL, the problem goes away. Looks bad on both FF and Chrome on Windows 7. Looks ok on iphone 4 and ipad 3

    https://www.dropbox.com/s/pai6m8so3mua9g9/badtext.capx

  • I can confirm that the problem is still in r1.39, but with the reset dialogue feature, it is no issue.

    I did look for something like this under view.

    Thanks.

  • Tried adding trigger once, didnt make any difference, unfortunately. so sound effects play correctly on chrome desktop and safari ios, but are broken on Android Chrome on Nexus 7. (and neither mobile will play music)

    I think the nexus is only playing the first and last if you request the same sound effect several times, and between the first and last, is a big pause. So if I tap 5 times, I get the first sound effect, a pause for 3 sound effect durations, then the final sound effect very much late.

    The exported project is here

  • I should have mentioned I'm using Windows 7 pro 64 bit, so according to the manual, should convert. I used some dodgy online conversion for now.

  • I have imported ogg and m4a versions of some music and one sound effect.

    set the music to play with a loop on start of layout.

    The sound effect happens when you tap the screen.

    On Chrome on the desktop, it works great.

    On Chrome on Nexus 7, I get no music, and the sound effects are out of sync, e.g. tap once, get good sound, tap immediatly a second time, a long delay before it plays the effect again. If I tap lots of times, I sometimes get one sound, sometimes a second after a long delay.

    On iphone 4, ios 6, I get no music, but the sound effects are perfect, if I tap 3 times quickly, I get 3 sound effects quickly.

    The exported project is here