Scofano's Forum Posts

  • Since Cjs wont receive support from now on, I guess we will have to deal with crosswalk.

  • Same here.

    "app.overrideBackbutton"

    It started to happen after xdk Update.

  • Your Mario / pin guess can be a fine way.

  • Hi Scofano, Have you put too many js files in the <head></head>? It will delay the first rendered frame.

    Suggest put only necessary js files (Used for loading page) in <head>, and a loading page as first page, load remaining js files in the background.

    guangzhen I think Im using only necessary ones. I'm only exporting the project as android and doing no further editing. I think the size of the project is the point but I can't shrink it anymore.

  • Try this

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • "Character Picks up Key - Key goes in the Inventory and is destroyed in the Game World":

    If Inventory = 0

    MOVE it (x,y) to other place you call inventory. It can be outside the screen area or a interface.

    (now your inventory = 1)

    If inventory = 1, you cannot pick anything else.

    "If however, the Character uses the Key on the Door, the Door opens and the Key gets destroyed permanently." - Destroy the key

  • Or, you can use an invisible sprite and check for collision.

  • HI, I´ve got a 15mb app and it takes a while to load (after it loads, everything runs just fine) but problem is that loading screen stays on for 3s and then, blank screen. Fact is that the loading goes on and on and it seems the app is broken (but it is not).

    Can you PLEASE help me with this?

    Im using a loading screen (everything runs just fine) but it only starts after this blank screen pause.

    I´ve found this piece of code but I don´t know if it is helpful as I cannot write plain code.

    Runtime.prototype.go_loading_finished = function ()

    {

    if (this.overlay_canvas)

    {

    this.canvas.parentNode.removeChild(this.overlay_canvas);

    this.overlay_ctx = null;

    this.overlay_canvas = null;

    }

    this.start_time = Date.now();

    this.last_fps_time = cr.performance_now(); // for counting framerate

    var i, len, t;

    if (this.uses_loader_layout)

    {

    for (i = 0, len = this.types_by_index.length; i < len; i++)

    {

    t = this.types_by_index;

    if (!t.is_family && !t.isOnLoaderLayout && t.plugin.is_world)

    {

    t.onCreate();

    cr.seal(t);

    }

    }

    }

    else

    this.isloading = false;

    for (i = 0, len = this.layouts_by_index.length; i < len; i++)

    {

    this.layouts_by_index.createGlobalNonWorlds();

    }

    if (this.fullscreen_mode >= 2)

    {

    var orig_aspect = this.original_width / this.original_height;

    var cur_aspect = this.width / this.height;

    if ((this.fullscreen_mode !== 2 && cur_aspect > orig_aspect) || (this.fullscreen_mode === 2 && cur_aspect < orig_aspect))

    this.aspect_scale = this.height / this.original_height;

    else

    this.aspect_scale = this.width / this.original_width;

    }

    if (this.first_layout)

    this.layouts[this.first_layout].startRunning();

    else

    this.layouts_by_index[0].startRunning();

    ;

    if (!this.uses_loader_layout)

    {

    this.loadingprogress = 1;

    this.trigger(cr.system_object.prototype.cnds.OnLoadFinished, null);

    }

    if (navigator["splashscreen"] && navigator["splashscreen"]["hide"])

    navigator["splashscreen"]["hide"]();

    for (i = 0, len = this.types_by_index.length; i < len; i++)

    {

    t = this.types_by_index;

    if (t.onAppBegin)

    t.onAppBegin();

    }

    this.tick(false);

    if (this.isDirectCanvas)

    AppMobi["webview"]["execute"]("onGameReady();");

    };

    var raf = window["requestAnimationFrame"] ||

    window["mozRequestAnimationFrame"] ||

    window["webkitRequestAnimationFrame"] ||

    window["msRequestAnimationFrame"] ||

    window["oRequestAnimationFrame"];

  • By my (little) experience, CJs is much faster than intel.

  • When change the fontsize, crazy go nuts

    Steps to Reproduce Bug

    • Step 1 - Include a spritefont
    • Step 2 - Input text
    • Step 3 - Change its size

    http://gyazo.com/50b2fb0303a55de69f886af253e0b99a

    http://gyazo.com/7ca54253246e7488782bdcf729c34646

    Observed Result

    Text error

    Expected Result

    bigger font

    Affected Browsers

    • Chrome: (YES/NO) Yes
    • FireFox: (YES/NO) YES
    • Internet Explorer: (YES/NO) YES

    Operating System and Service Pack

    Windows XP sp2

    Construct 2 Version ID

    Release 173 (32-bit)

  • classic text devlog thread on TIG - FTW!!! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Something like this http://asherv.com/threes/threemails/ <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • Aurel Maybe (if you had the time) you should keep a dev log, or a making of.

  • Aurel Your Penelope was one BIG REASON for me to get into C2 (Im a former gamesalad user).

    Some months ago, on your blog post I´ve asked if you have used game maker and you told me it was C2 (check it out, it must still be there). Then I though: "if this guy can do something THAT AWESOME, maybe I can do it too."

    Your game is AWESOME, dude. Congratulations.

  • what is your email?

  • Are you providing the assets?