Pode's Forum Posts

  • pinastro : it's great it worked ! I use to work with an OCZ NIA (BCI device like Neurosky, but it was out before, so we used it at the time).

    Do you have the layout of the data the device is sending ?

  • pinastro : in fact you want to listen to a Neurosky BCI ? <img src="smileys/smiley2.gif" border="0" align="middle" />

    For what I now, a Flash swf can't access COM port (you need to use an AIR app, so outside the browser).

    However, if you self-sign a Java applet, you can listen to a COM port. That JAva applet can talk with Javascript after that to transmit avlues to C2.

  • pinastro : the only way to do what you want is to have a java applet, give it full rights, and let that applet access the COM port.

  • bjadams : it's untested with WebGL, because it's faster to use a shader in WebGL than iterate over a texture with JS. I have a plugin using WebGL for image effects, but it's not released yet.

    Sheepy : I think it's related to the new 'Spritesheet' function of C2. I didn't tested it for the moment.

  • Dalal : I don't think it's compatible with DirectCanvas, since AppMobi's backend is OpenGL, not HTML (and base64 strings are HTML-world only).

    If AppMobi's object is intelligent enough to parse the base64 string before passing it to the directCanvas, you can have the image. Else, there's no possibility to inject images.

    Since I'm not using AppMobi for the moment, somebody needs to do the test and report it back here, sorry.

  • Sheepy : it's now merged with the 'Text On Sprite' behavior, as stated on top (it's easier for me to manage one plugin instead of two...).

  • Mrx32 : I have a use case where a client is going to use C2 in french. So your wokr is a good start. When I'm going to work with them, I'll see if I can add something to the translation.

  • faceyspacey : I don't have any code, because I'm not using C2 for that. I have a piece of Flash applet giving me a base64 audio string, and, in my index.html page, I do a simple

    localStorage['mp3File'] = audioMP3.src;

    to save the file (the .src being the base64 string), and I do just the opposite to load the file.

    If you don't have the base64 representation of your audio file, you need to prepare it before creating your game. There are several binary <-> base64 encoders online, like there : http://www.motobit.com/util/base64-decoder-encoder.asp

    Don't forget to have the right MIME type in front of your base64 string ! (Like

    "data:audio/ogg;base64,"

    for OGG)

  • faceyspacey : I cache audio in WebStorage/LocalStorage as base64 string, and it loads back perfectly ;).

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  • CyberDagger : when I have less work (in another lifetime), I'm planning to add a 'selective color replacement' for the plugin.

  • faceyspacey : I did that http://www.scirra.com/forum/topic45993.html

    By the way, I saw your work on making the framework work with flash(canvas) on older IE, and I also think it can help to leverage HTML5 in situation where the machines are 'old' (I'm also working with education and teachers, and the setups are really outdated).

  • CyberDagger : it's not possible with the HTML5 Canvas to do what you want to do (because that means that some Javascript code would be able to sneak around some OS code in memory to swap the palette buffer). JS is strictly sandboxed.

    However, you can use a plugin (there are a few of them in the plugin section) to recolor a Sprite, by iterating over it's pixels, in JS.

  • bjadams : for the moment, the plugin preserve the transparency value, but not any other color.

    When I have time, I'm planning to recolor more than one Sprite per project.

  • gamekill : if you can provide a .capx, it's easier for a debug...

  • rexrainbow : thanks, I updated the first post with a demo using your plugin !