Pode's Forum Posts

  • Wishy : I answered your post, and added the info to the original post of this thread.

  • Wishy: in fact, the problem lies in the way Chrome handles base64 string. There's a buffer overrun somewhere. If you can use it like that in your application, you can inject an URL directly instead of using a base64 string, it works.

    I know the plugin is mine, but I can't change the way browser behave...

  • Savvy001 : do you mind if I check that next week ? I won't be able to do that this week-end.

  • Joe7 : in the "Your Creations" subforum, I posted a demo of a future plugin with WebGL effects (the exact one from which the screenshot is posted in this topic).

    I managed to extract the webgl texture as an image, and to inject it in the Sprite.

    I won't be able to look your code this week-end, but I can check that next week if you want.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It's going to be a bit faster to load (less handshakes with the server to get files), but at least on mobile, it's going to kill performances for every dimensions over 1024 (several 1024x1024 tiles are then going to be created for the GPU by the browser).

  • As answered in the other thread, you can't send email with JS.

    If you want to use Ajax, you need to have a php page on the other end receiving the call and sending a mail after that.

  • septeven : you can use XHR2 instead of XHR only. I know that XMLHttpRequest Level 2 allows for cross domain exchange. However, I suppose that the Ajax calls made by C2 are XHR1 only. Either ask Ashley, or you need to create a small plugin <img src="smileys/smiley2.gif" border="0" align="middle" />.

  • lucassss : yes, you can mix it with a Java applet on the client side. A typical Java applet can't access the filesystem or build a mail sending server, for sandbox reasons. However, you can use a JNLP applet to do that. The user still need to allow it to run and access things outside the sandbox (but at least, it's possible).

  • To help with the debug, do you have the same problem with an mp3 ?

  • septeven : do you have a easy way to activate CORS on your webserver ?

  • lucassss : Chrome, by default, save to the "downloads" directory, and that can't be changed by JS code, for security reasons (at the moment).

    After saving the file, if you want to email it, you need to use another technology, since Javascript can't send emails (security reaons also).

  • lucassss : you can't directly save the file, without displaying the File windows, because that would brak the browser security model.

  • lucassss : that means that your browser isn't recent enough to automatically save your file. What you see is a web page with your data, and you can do a right-click|"Save As".

  • 0plus1 : I know that the loadURL (which isn't mine) plugin has a once where he doesn't update the graphical view when it fetches an image, but some time after...

    If you want to use my behavior, you can load images from the exported image folder. Or you can place directly your own imagefiles in a folder next to it.

    If you use a global var "image_to_load", and you exported the game "MyGame", say, to dropbox, you need to fill your var like this :

    image_to_load = 'http://dl.dropbox.com/u/YOURADRESS/MyGame/images/' & 'name_of_your_image.png'

    You can then pass 'image_to_load' as the adress to my behavior.

  • One hackish solution for the moment is to implement a "lazy-load". Use white Sprites of the right size in your game, and, when the user is doing something that means is going to change layout, use the Behavior to inject new images in those Sprites (you can find that behavior in the "Plugins" section of the forum).