Pode's Forum Posts

  • I haven't tested it for the moment, but isn't it possible to let C2 use dummy PNG files when you are working with it, and then, when exporting the final project, you switch the png file with your jpeg files. You can rename your png files and give them the name of the png files. For example, FF is intelligent enough to load and display an image with the wrong extension, because the image lib is reading the magic number at the beginning of the file.

    It's quick and dirty, but it should work..

  • mrsponkie: I was too quick in my answer. I was explaining the idea that you can create a project with Xcode, the IDE used to make iOS project. Inside that, you can use a Webview to load your exported game.

  • era: you can embed your index.html, C2's JS framework, the media and images folders inside a UIWebView shell, and sell that on the AppStore.

  • l33twash0r: a quick solution is to create several projects, with everyone of them containing only one part of the whole game. You then export them in different folders. By using the CallJS plugin, or Browser plugin, you then set some rules to go to another URL when a condition is met (leaving a world, passing a door...). Of course, that new URL is the one going to another exported part of your game.

    You perhaps need to change the logo.png in each of those directories with a picture or something explaining to the user he isn't leaving the game, just going in another part of it.

  • zenox98 & Ashley: ok. Since I have glitches, it certainly comes from the opengl configuration, then. Thanks !

  • zenox98: i was talking about the editor itself, not the game framework.

    harrio: even with vbox, you need a licence for Windows.

  • dagda825 : interesting ! I couldn't make Wine to run C2 on my macbook. I'm using Virtualbox + WinXP, and the system isn't working for me for C2. In fact, when I run C2, the software is opened, but I can't open any menu, and I have some graphic glitches. I think it's related to the way Construct2 uses DirectX and the fact that on a virtualised system, the 3D subsystem isn't on par...

  • kiyoshi: I don't quite understand what you mean by "the loading method". What is your problem exactly ? If I understand it well, I can try to change that to make it work for you.

  • kiyoshi: for fonts, you can use the webfont plugin.

  • Wenaptic,: Yes, for the moment, it's the way to go.

  • ssusnic: yes, I saw that. The cache manifest doesn't work for audio files in iOS (yay for web standards supports !) You should find a workaround by using webstorage. I don't know if it's easy to store binary audio file as large, but you can use base64 as a workaround (!) (that is strange that some browsers choke on big binary media files, but they can manipulate it more easily in text form, but hey, it's like that...)

  • In HTML5, it's only possible to do that with a server between the two. And there is no universal way to let a browser also be a webserver. So you need to develop the server side with another tool.

  • Nickydude: if you don't want to use the targets, you need to use an array to store the tiles.

  • You can open the c2runtime.js, and with a text editor, replace the "ogg" string by an "mp3" string. Providing you have the mp3 files in the same folder (with you rogg file), and if the mp3 files ahave the same name (apart from the extension, naturaylly), the framework is going to load your mp3.

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  • - Refresh options for a sprite - Seldom I find myself changing a sprite image/file and than have to find the sprite specific frame and upload the image again. A simple "refresh graphics" option will make life better

    +1000 !

    It's a (little) waste of time when you design a Sprite, insert it in the game, and see in the previous windows that you forgot to color a couple of pixels or add the transparency color... An option to automatically reload the Sprite would be great.