Pode's Forum Posts

  • Ah, my bad ! You can set the "Invisible" property to "Visible" (sorry)...

  • You can also use the "Pin" behavior http://dl.dropbox.com/u/1412774/bulletHolePin.capx(sorry Kyatric ;)).

  • You can use the Chrome trace tool to do a step-by-step progression inside your JS code to spot where is your problem.

  • For various reasons, I need, for one of my project, to have the images and media exported in the same root, the one containing "index.html".

    To do that, when exporting, I set ".\" as a directory for those two. It works well, but at a time, I mistyped it, and wrote "\". On Windows, when you set a directory like that, "\" and ".\" should be equivalent, but there, it simply broke the behaviour of the C2 framework, the page, when loaded, stay blank.

    I'm not sure it's even a real bug, but that's a behavior that made me break a sweat this afternoon when I was in a hurry and not understanding the origin of the "blank page" problem.

  • rexrainbow: I'm not sure, but I think I noticed a bug with your "Cursor" plugin today. It workds well when using the mouse, but when I tried to have the same result with a finger, when touching on screen (Touch object), it doesn't work. Should it work ?

  • : your plugin is good. I can even make it load base64 string representing images ! However, when I do that, (and the base64 is local), the image doesn't update in realtime. Do you have a solution ? (I think it's the same problem for Leos...)

  • R0j0hound implemented a floodfill in his Canvas plugin, but it is going to be slow if you want to use it for a realtime paint program.

  • R0J0hound : you are killing me :). I have two problem, and in the same day, you score on those two, easily and with efficiency ! Thanks a lot.

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  • R0J0hound: it's slow as hell, but it's really, really, really impressive ! You're the best !

  • OK. I'm going to try that direction. Thanks.

  • Using CallJS, I can access base64 representation of image located inside the index.html DOM. The way to add that image, by returning from CallJS, is to use that base64 string inside C2's canvas. I'm doing that because I have some JS code outside C2 that can modify images, and that code is to complex for me to import inside C2.

  • Is it possible for Ashley or Tom to add the possibility to specify the current image for a Sprite as a base64 string ? I made a fork of the javascript for the Sprite plugin and tried to do that there, but I can't manage to make it update itself onscreen when the base64 string is added (and I think it's simpler if that property lies in the main Sprite object...)

  • newt: something that annoys me, is that the original floodfill implementation works only with recursion. And I don't think you can build something like that with events in C2...

  • I realized that I didn't introduced myself although I already contributed to the C2 forum.

    I'm french, living in the north of France, and working in IT.

    I'm much more proficient in C++, OpenCV and OpenGL, and the Construct way of thinking is sometimes puzzling to me ;).

    I have currently a client who asked for a few children games, working on IOS. And I figured that C2 was the best tool for that...

  • newt: yes that could emulate the behavior. The problem is that a true floodfill needs to start in a spiral, starting from the clicked pixel. It needs a structure to hold all that, it's a headache to implement it outside the core of the script ;)...