pinellos's Forum Posts

  • thanks guys, my idea was to use construct to build the final distributable packets from the original html file (html format can be read everywhere from a simple browser, and this is ok for desktop users, NOT for mobile, specially smartphones). I've tried to do this using only phonegap and similar, and it work: i have built a 100% working apk and it's ok. To build a standalone ".exe" package i can use Node.js, etc. etc..., so the integration of twine in Construct make sense only in the point of view of kyatric, using XML to effectively doing a dialog between the twine story and construct: doing this, you can - for example - trig a construct event by clicking a /fake/html link in the twine story (if i have got it).

  • Hi guys, i have a question about html code: is it possible to "embed" an html site inside a construct project? I'm actually working with Twine ( http://twinery.org/ ) that is a framework to crate textual adventures with an hypertextual structure. It's cool! Twine exports your projects in a single .html file that you can open with a internet browser, so my question is: is possible to use Construct to "packetize" a twine story (or any html file) to add some features to the story itself? (It would be awesome to have a construct plugin to ménage directly a twine story from construct!).

    Thanks!

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  • it seems to work, but i can't see the scml object until the layout is prewied, in the editor it's showed like a blank sqare (but i think it's ok because the plugin is drawing himself the animations at runtime)..... Only a bug i've found, set "on" the "Show Collision Polygon" option in the layout proprieties after you have inserted your scml object, cause C3 crash.... :

    Error report information

    Type: unhandled exception

    File: https://editor.construct.net/r69-2/main.js, line 63, col 422437

    Message: Uncaught Error: missing collision poly source

    Stack: Error: missing collision poly source at ǃG.ǃvQL.ǃTQB (https://editor.construct.net/r69-2/main.js:63:422443) at ǃG.ǃvQL.ǃTEf (https://editor.construct.net/r69-2/main.js:63:422526) at o.ǃTEf (https://editor.construct.net/r69-2/main.js:63:222555) at v.ǃCw (https://editor.construct.net/r69-2/main.js:63:261574) at v.ǃCw (https://editor.construct.net/r69-2/main.js:63:246437) at window.ǃsv.ǃxe (https://editor.construct.net/r69-2/comp ... .js:1:7141) at ǃxw (https://editor.construct.net/r69-2/comp ... .js:1:1794)

    Construct 3 version: r69.2

    URL: https://editor.construct.net/index.html

    Date: Sun Nov 26 2017 12:48:56 GMT+0100 (ora solare Europa occidentale)

    Uptime: 393.5 s

    Platform information

    Browser: Chrome

    Browser version: 62.0.3202.94

    Browser engine: Blink

    Browser architecture: 64-bit

    Context: webapp

    Operating system: Windows

    Operating system version: 10

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 4

    Approx. device memory: (unavailable)

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/62.0.3202.94 Safari/537.36

    C3 release: r69.2

    Language setting: en-US

    WebGL information

    Version string: WebGL 1.0 (OpenGL ES 2.0 Chromium)

    Numeric version: 1

    Supports NPOT textures: partial

    Supports GPU profiling: no

    Vendor: Google Inc.

    Renderer: ANGLE (Intel(R) HD Graphics 5500 Direct3D9Ex vs_3_0 ps_3_0)

    Major performance caveat: no

    Maximum texture size: 8192

    Point size range: 1 to 256

    Extensions: ANGLE_instanced_arrays, EXT_blend_minmax, EXT_frag_depth, EXT_shader_texture_lod, EXT_texture_filter_anisotropic, WEBKIT_EXT_texture_filter_anisotropic, OES_element_index_uint, OES_standard_derivatives, OES_texture_float, OES_texture_float_linear, OES_texture_half_float, OES_texture_half_float_linear, OES_vertex_array_object, WEBGL_compressed_texture_s3tc, WEBKIT_WEBGL_compressed_texture_s3tc, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_depth_texture, WEBKIT_WEBGL_depth_texture, WEBGL_lose_context, WEBKIT_WEBGL_lose_context

  • nothing about this issue in the .66 release.... Ashley can you update us on the issue please?

  • I also tried Cocoon which successfully compiled my C2 game and produced a smooth debug APK. Cocoon did not complete any builds of my C3 game at all, always saying that it couldn't read the config.xml file

    i've followed this guide and i've successfully obtained a debug-apk and an unsigned-apk from a native C3 project, but still with bad performance on ANY cellphone i've tried. Take a look: https://shatter-box.com/knowledgebase/b ... es-cocoon/

  • i've tried also to compile the apk with cocoon.io service and phonegap and the result is the same as the direct C3 export option..... Any idea to build an usable apk? At the moment i'm stuck with this problem, Intel XDK has stopped the build service but i suppose that in every case the problem is in the cordova update that Ashley is talking about on some post in the forum.... is there anyone that have a workaround to this issue? Thanks and sorry for may bad inglish.

  • same problem here, i've tried different cellphones (Samsung S3 - S4 - Galaxy CORE) and the performances are poor with debug-apk - running perfect in chrome view......

  • tried in all my test-phones: Samsung GT-I9060 - Samsung SM-G361F - Samsung GT-I9301I and all works perfect, no sound stop after unfocus the app, 100% full screen....... it's perfect for me....

  • it's awesome!!!!!!!

  • UPDATE:

    • procedurally generated levels: every level is generated by an algorithm that indicates what enemies, how many etc. etc...
    • hi-score system per-level
    • save the last level played
    • replay levels to increase score!
    • 9 levels!

    try the playable beta demo with the first 9 levels and let me know how u think about it:

    https://www.scirra.com/arcade/shooting- ... nder-12685

  • update:

    • after a lot of tests i've decided

    1) to reintegrate the random level generation, putting them in to a hybrid level-design system that increase the variety of the enemies and the difficult every level

    2) redo the graphics using only blocks and square-pixel backgrounds for coerence with the retro-style

    other features:

    • save score in the scirra arcade tables
    • new scoring system
    • random palette-generation at every level
    • minor issues

    play the demo:

    https://www.scirra.com/arcade/shooting-games/tap-defender-12685

  • update:

    • added 2 BOSSES (mid bos and final boss)
    • correct some issue with the swype

    HI!

  • I'm from italy, we use the ketchup only with fried things or meat... normally in italy "omelettes" means a sort of "crepes" with salt and cheese.

  • ahahah i've collected a MISERABLY FAIL!

    You game is outstanding, the system that "draw" the final omelette is awesome!

    Only a "culinary" doubt: KETCHUP over EGGS? Really?

  • nice job!

    i think beat'm up is absolutely one of more complex and difficult genre to develop, due to the variety and quantity of the graphic needed AND the complexity of the control system AND the accuracy of the collision detection system etc. etc... Remember how many buttons are there in the Street Fighter 2 coin-op?

    Have you tried to use Spriter or similar to build characters made of separate parts and separate sprites (one for the left leg, one for the right, one for the left harm, one for the torso etc etc etc....) ? You can take the advantage to have full-deep control of any single part of the character body at code-level!