Pode's Forum Posts

  • bjadams : I'm just adding a new build to the first post. There's no problem anymore with Families. I'm trying something to get Safari working for the next release...

  • NRABrazil : it's because of the same bug as the one pointed out by ramones. If you open the capx and test on a non-minified version, it works.

  • Sithdown : I didn't checked it yet againt r100. I'm going to do it as soon as I can.

    Ashley : the Iframe plugin doesn't work when exporting to *.exe. Since I can't trace the native code, I don't know where the problem is. Is there a debug mode when exporting exes, to let plugin dev what to do to make it works ?

  • NRABrazil : what build of FF ?

    Are you using the test demo, or your images ?

  • Okay, I understand the desired outcome. (Although a negative gamma still doesn't mean a lot <img src="smileys/smiley2.gif" border="0" align="middle" />). Anyway, I think the crashed is related to the fact I was trying that inside VirtualBox (it's not working properly inside it, anyway...)

  • Rory : yes, the game is going to be stretched anyway. But the video controller still need to rasterize more pixels.

    That was the same problem when the iPhone 4 went out, with its retina display. The 3GS what doing a lot of things still faster, because all the hardware wasn't bumped as what was needed to handle the Retina display. Since then, the 4S closed the gap (using more beefy hardware).

  • Ashley : I saw that when doing a mistake. When you enter a value for one of the shader effects (for example Gamma), if you enter a negative number when it doesn't mean anything (for example a negative gamma), the behavior of the IDE is becoming strange (from whitening all the project, to crashing). I think a simple abs(Effect_value) should do the trick to avoid the bug.

  • KMag : for the same game, ipad 3 is going to be slower than ipad 2, because of the retina. That means you have x4 more pixels to draw and update, with the same graphical memory bus size.

  • ramones : ah yes, I forgot that when minified, I can have that kind of surprise. For the moment, that means it's only working when non-minified. I'll supply a new build with that corrected.

  • newt : I really would like to have that, too !

    There's a bit of a solution with Actionscript, I think. Yesterday, Adobe released the version 2 of Alchemy, their compiler allowing to recompile C++ as Flash code, allowing the use of direct memory access and special opcode acceleration. With that, you can gain a huge boost, especially when crunching numbers (like what's needed for face identification).

    I used the first build of Alchemy inside the code used for my Mic plugin (to accelerate mp3 and ogg encoding). Without that, it would have been impossible to encode audio in a browser...

    Edit : by the way, I'm asking myself the question if I should do a post each time I create a new plugin inside the "Creation" section of C2, because I think that there is a lot of user "afraid" to go inside the "develope section".

  • All : new build on first post. Now every function where it makes senses have the option to respect white pixels or not.

    bjadams : I updated the first post with a new build. You were right, I only added the option to respect white pixels to the "Invert" effect. Now every effect where it makes sense offers that option.

    I also added a new .capx for the demo, because on my machine, with Chrome, the behavior works with Families.

    If it doesn't work with your white Sprite having a black border, can you post here the .capx (or give me a link via PM) to help me debug it ?

  • newt : <img src="smileys/smiley2.gif" border="0" align="middle" />.

    Facial recognition isn't doable in Javascript, you need a native language to do that. It's based on various things, like Eigenfaces, and for that you need to capability to invert and resolve big matrices really fast (PCA, SVD and the like.).

  • Update v1.1 : now minification works properly !

    The plugin : https://dl.dropbox.com/u/1412774/FaceDetectDemo2/pode_facedetect.1.1.zip

    Here's a new behavior, allowing you to detect a face in the Sprite it's attached to. You can get the (X,Y) of the found face, its width and height, the confidence (only the first found face is reported).

    <img src="https://dl.dropbox.com/u/1412774/FaceDetectDemo/demo1.png" border="0">

    As you can see in the screenshot, there's also the possibility to retrieve a cropped version of the found face (you can give the margin you want to add around the original found face, since the bounding box can be a bit "tight"). The cropped image is given as a base64 string that you can load in a regular Sprite.

    <img src="https://dl.dropbox.com/u/1412774/FaceDetectDemo/demo2.png" border="0">

    The whole thing was made using the helpful jQuery FaceDetection plugin : http://facedetection.jaysalvat.com/

    The demo : https://dl.dropbox.com/u/1412774/FaceDetectDemo/index.html

    The plugin : https://dl.dropbox.com/u/1412774/FaceDetectDemo/pode_facedetect.1.0.zip

    The .capx : https://dl.dropbox.com/u/1412774/FaceDetectDemo/FaceDetectDemo.capx

    (The whole detection thing is using the Viola-Jones algorithm, implemented first in OpenCV, and reimplemented back in Javascript by liu liu in ccv.js : https://github.com/liuliu/ccv & http://liuliu.me/ccv/js/nss/. It's a fast algorithm - that's why it's viable in JS, relatively simple, but you can get some (few) false positives, and sometimes no detection, although you know there's a face in the image !)

    I'm planning to add several face detection in the same image in a future release.

  • : you provide a zip file to the launcher. Everytime you change something in the game, you need to recreate the zip file.

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  • puoidirloatutti : You can use iframe if you need. Just set the url of the iframe as the url of your game.