Pode's Forum Posts

  • The bad thing is that Javascript can't access the Clipboard (where the PrintScreen is sotred), because of security restriction.

    So you need to have a plugin to render your layout to a PNG (for example the Canvas plugin from R0J0hound), and send that PNG.

  • 0plus1 : MobiOne and PhoneGap aren't exactly doing the same thing. With MobiOne, you can develop a specific layout and style visually. PhoneGap just load what you already design.

    The chain tool would then logically be : design with MobiOne, export to HTML, integrate the game from C2, bundle everything in PhoneGap, and export to mobile.

  • <font color="red">Edit : 1.1, new version, see at the bottom of the post for updates</font>

    You're not going to do backflip on that one, but I though the Pin behavior can benefit a "get pinned Object UID" method.

    So, here's the modded behavior (if Ahsley want to add that to next release, it's a one line property ;)) :

    http://dl.dropbox.com/u/1412774/PinBehaviorDemo/PinBehaviorDemo.capx

    <img src="http://dl.dropbox.com/u/1412774/PinBehaviorDemo/PinBehaviorDemo.png" border="0">

    http://dl.dropbox.com/u/1412774/PinBehaviorDemo/pode_pin.zip

    Edit : version 1.1 (new icon !)

    You can know use "pin by angle only", and "pin by distance only". If you want the pin behavior to behave normally, just pin it back to the same object.

    New demo : http://dl.dropbox.com/u/1412774/PinBehaviorDemo2/index.html

    .capx : http://dl.dropbox.com/u/1412774/PinBehaviorDemo2/PinBehaviorDemo2.capx

    .zip for the plugin : http://dl.dropbox.com/u/1412774/PinBehaviorDemo2/pode_pin.0.2.zip

  • The thing is that if Ashley and Tom want to allow some more plugins on the Arcade in the future, I suppose they need to certify some of their fonctionnalities, on the security side. It's already difficult to that for third-party "well" defined plugins, but I'm sure it's going to be hell for a bundle of tiny parts from everywhere.

    Apart from that, it lightens the game for "regular" playing (i.e. over a connection on a website), so it can be good.

  • I made a quick & dirty agent simulation with Construct. Here's a screenshot : <img src="http://dl.dropbox.com/u/1412774/AgentSim/demo.png" border="0">

    Each agent has some energy at the beginning, and search for some food. If it eats some, he get back some energy. If energy goes down to zero, it dies. They can't see food if it's too far away from them...

    http://dl.dropbox.com/u/1412774/AgentSim/index.html

    The "graph" shows how much agent you have with energy under 20, with energy between 20 and 40, and so on...

    Edit : here's a link to the .capx : http://dl.dropbox.com/u/1412774/AgentSim/agentsim.capx

    There's several Layout, each one present a new "complexity" in the simulation, but only one layout at a time is running, you need to set it at the properties of the IDE (and there's no possibility to change layouts during the simulation).

  • smitchell : start by erasing all gestures inside the recognizer, and add a new gesture, named "swipe-left", for example, with that kind of points "584,185|584,185|584,185|584,185|577,185|566,185|548,183|548,183|535,181|521,179|508,178|502,178|494,177|487,177|481,177|476,177|473,177|471,177|466,177|461,177|454,177|448,177|443,177|438,177|434,177|426,177|420,177|412,177|405,176|400,176|396,176|393,176|390,176|387,177|379,177|373,178|368,177|365,177|357,177|354,177|350,177|345,177|340,178|336,178|334,178|333,178|332,179|332,179|332,179"

    Now, when you detect that gesture with a confidence, say, over 0.75, it's a swipe left gesture.

    If you still have some problems, you can post here your capx.

  • You can say I'm making a living by selling projects (app/games) made with C2, as I've explained in my postmortem not long ago.

    For the next contract, I'm going to go business licence.

    As I've said, it's possible to sell products made with C2 as an indy, but not right of the start on big mobile stores & markets. If you have some money by your side, it's going to be though, but possible, because you need to make a really good campaign to promote you creation.

    I didn't go that way. As a starting indy, I'm making specific products for specific clients, with contract explaining clearly that some materials for those games/app can be reused (by me) to make games for online platforms later (it's then up to you to see with them of to split the money on those future game, by contract).

    In the end, you need to build a reputation. If no professionnal knows you outside this community, you are not going to make solid money.

    So :

    1) get traction, reputation (hunt for contest with HTML5 games/app, edit a blog, talk in the community)

    2) create a portfolio (with the free stuff and demo you posted here, and some part of you pro work made for the point 3)

    3) work for specific clients at the beginning, to cash some money for future growth.

    ( 4) bonus point : don't start your business in France, you're not going to make it ;))

  • There is one solution : when webgl shaders are going to be possible in C2, somebody can write an obfuscator, and use a shader to do realtime de-obfuscation on GPU. With that method, you can't steal content ahead of time, but you can still take screenshot, and somebody determined can still copy your game assets that way...

  • Just to say, Aurora *is* Firefox :)

    In fact, you have Firefox, current trunk (for example, at February the 11th, its the 10), beta is the build n+1, Aurora is always the build n+2, and Nightly is the build n+3. When you use Aurora, you are always going to use a browser one version ahead than stock, and Nightly two version ahead. However those builds have lots of experimental stuff added, and can be unstable, or offer functionnalities that are very fast, and for no reason very slow on another website/game...

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  • Joe7 : in a few days, I'm going to post a new update to the pack, with a more robust CSS3D support, and that bug should be ironed out.

  • Ashley : ok, so I think I'm going to use Fimbul's trick.

    septeven : it doesn't work either, because the jQuery .load() use .onload beneath it.

  • A problem I have with several plugin : how to force the runtime to load Image when I do something like a new Image() inside my plugin ?

    Usually, we do something like :

    var img = new Image();

    img.onload = function (){

    ctx.drawImage(img);

    }

    img.src = myurl

    But onload() doesn't fire. Is there a way to do that ?

    I saw that some plugin for Scirra use

    this.runtime.wait_for_textures.push(...);[/]

    But it doesn't work either.

    So I'm stuck...

  • Off-screen sprites do not affect graphics performance since they will be culled by WebGL. However, C2 is still processing them so there is a CPU cost for each instantiated sprite.

    And the texture needs to be fetched from memory, so there is that lag too.

  • The problem with FF is the garbage collector. It runs at times not entirely appropriate, causing those lags.

    In the Nighlty Builds, for what I saw on the bug tracklist (FF 11, 12 or 13, I don't remember), it's going to be better, with a new generation of GC...

  • I uppdated the plugin. There should be no more screen updating problem.

    Demo : http://dl.dropbox.com/u/1412774/HTMLStringC2Plugin/index.html

    Plugin : http://dl.dropbox.com/u/1412774/HTMLStringC2Plugin/pode_html_string.0.2.zip

    Capx : http://dl.dropbox.com/u/1412774/HTMLStringC2Plugin/HTMLStringC2Plugin.03.capx

    <img src="http://dl.dropbox.com/u/1412774/HTMLStringC2Plugin/demo.png" border="0">