softblow's Forum Posts

  • Hi,

    is this plugin to made an image as wallpaper ?

    thanks for reply

    No, This addon is for Software called "Wallpaper Engine".

    For this software, you can create "Web based" desktop wallpaper. And It's HTML5... so HTML5 export of Construct 2 fits to this case.

    This addon serves a role of easily retriving 'user customization' values from the "Wallpaper Engine" Software to your Wallpaper.

    Actually I made one ? http://steamcommunity.com/sharedfiles/filedetails/?id=838409902

    So, It's not a general-purposed addon, but a platform-specific one.

  • A small addon to support user custom settings to be received on the game. (for Wallpaper Engine)

    Download: https://github.com/plitri/wallpaper_eng ... i/releases

    At this time, This addon does not cover all parts of Wallpaper Engine APIs, thus it is posted on WIP thread.

    Supported at this time:

    • Condition (trigger): On Property Change
    • Action : Get Initial Property (invoke after initialized)
    • Expression : .Value

    created for in-house usage. (Browser.ExecJS is too harsh to maintain <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very Sad">)

  • PixelPower

    Oh... sorry. I miss-searched because I glanced the notice article for forum bugs, and I thought it is a list of all-bugs on the site.

    And I think I could do a search for the second issue.

    happy game making!

  • I have two issues.

    fixed (why???) : 1. My game does not update on arcade.

    https://www.scirra.com/arcade/action-games/pantyclock-7932

    I've added leaderboard functionality and re-exported with new project version number, but It does not update on any browser.

    I tried removing browser's cache and other browsers but not fixed.

    2. On my user page, I can't find games I uploaded to arcade.

    https://www.scirra.com/users/softblow

    I already uploaded 3 games from when new Arcade has come out, but... :?

    For reference, My usrename *was* Ch_Softblow and because It caused problem everywhere, I requested changing of my username.

    Thanks!

  • Problem Description

    Project settings -> Configuration Settings -> Fullscreen in browser -> "Scale outer" causes not to show any ads

    on Cordova + Intel XDK + Android CrossWalk.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/146680594/rm%20-rf%20.all/bugreport/admob_scale_outer.capx (will be removed after bug closed

    Description of Capx

    simple advertisement displaying cheker. 6 buttons to show different kind of banner ads.

    Steps to Reproduce Bug

    • Admob key removed due to security reason. Please insert Banner ID (Android) for reproduce.
    • Make .apk through standard way to create via Intel XDK & Android crosswalk. (I checked Admob* plugin on "Featured & Custom Cordova Plugins".)
    • press the buttons to show each type of ads.

    Observed Result

    Ads are received but not showing.

    Note that Skyscrapper does not received but I don't know It's bug or not.

    Expected Result

    Ads showing.

    Affected Browsers

    • Exported project via Intel XDK, Android CrossWalk, with Cordova AdMob plugin

    Operating System and Service Pack

    Windows 8.1, Windows 10

    Construct 2 Version ID

    212.2 x64 steam on Windows 10 (checked, in Letterbox mode it works)

    212.2 x64 standalone on Windows 8.1 (not sure, but not working.)

  • It's not too hard to make a function to convert back and forth from db and a scale system (e.g. 0-100).

    Scale = 100 * 10 ^ (dB / 33.2)

    dB = -log10(100 / Scale) * 33.2

    Thanks! That's what I need!

    And Ashley , It would be good to add that to the manual, as I think.

    Or adding expression to the plugin would be nice!

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  • zenox98 You're right. Thank you! I'll mail it later.

  • Hello? Is anyone there?

    I Still do not exist!

  • Hello.

    My username is Ch_Softblow and the link of profile page is without '_'.

    https://www.scirra.com/users/chsoftblow

    but the link of main page does not acts correctly. and Arcade score is displayed as Anonymous user. :/

    Thank you!

  • edit : sorry! I found error

    Link to .capx file (required! If link is blocked remove the http and www parts):

    https://dl.dropboxusercontent.com/u/146680594/bugreport/aiuen.capx

    Steps to reproduce:

    1) use this tool (v2.2) to generate sprite font.

    http://www.scirra.com/forum/sprite-font-generator-v2_topic72160.html

    abcdefghijklmnopqrstuvwxyzABCDEFGHIJLKMNOPQRSTUVWXYZ??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????

    <img src="https://dl.dropboxusercontent.com/u/146680594/bugreport/font_generator.png" border="0">

    I did with this font (Kochi Mincho).

    http://en.wikipedia.org/wiki/Kochi_font

    2) load as instructed on C2, with the official plugin.

    Observed result:

    <img src="https://dl.dropboxusercontent.com/u/146680594/bugreport/bug.png" border="0">

    Expected result:

    1) ?????, not ?????. (japanese)

    2) Text ? must be displayed as is, not as ?.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    C2: yes

    Operating system & service pack:

    Windows 8.1, x64

    see below

    Construct 2 version: r158.2

    <img src="https://dl.dropboxusercontent.com/u/146680594/bugreport/info.png" border="0">

  • <img src="http://img837.imageshack.us/img837/9444/1xty.png" border="0" />

    As I know, There's only copy&paste, or drag object to layout editor from Projects bar or object bar. It delays work by adding additional works when user want to make quite a lot object...

    I tried new tilemap edit function in C2, and It was easy and fast enough for making numerous of tiles! But It's not for sprite...

    thus I think Object brush edit funtion which is simillar to tilemap edit function will be good, and It would removes need of making level editor.

    or Is it already implemented? or in plan?

    and last, sorry for the bad english! :D

  • The exact situation... is not-ascii object name makes none-ascii named image files, and It makes every problem.

    None of your links work for me, and your explanation is not very clear.

    Sorry for that, recently I moved many files... and more...

    == What is the exact problem ==

    Now I know by experience, The problem is only related to file names, as mindfaQ said.

    == On dothome.kr, hosting service ==

    * Korean exported one - Chrome was able to load correctly, but others not. (FF, IE) but now, chrome can't load it too.

    * English renamed & exported one - All works fine.

    * ??.html on dothome - Can't loat at any browsers. :(

    * smiley.html on dothome

    Yes, dothome can't load not-asciied one, because of their server problem.

    == On dropbox ==

    All works fine.

    * Korean exported one

    * English renamed & exported one

    * .capx file in korean-object-named

    * .capx file within renamed-object

    == Doing ludei 's Cloud compiling for Android, play store ==

    * Exported files & stuffs with korean-named images - fail

    * Exported files & stuffs with renamed stuffs - success

    First one fails because of their file name. second one compiles well.

    Hi,

    your compilation of ER_proto seems to have failed, here's the information we have about the problem:

    Some filename in the submitted ZIP file has invalid characters. File path: .png

    This is an automatically generated email, so please do not reply.

    Ludei Team

    Are you suggesting that C2 renames files just because some servers don't recognize your language?

    Almost. In exactly,

    * In Ludei 's cloud one (It is their problem),

    * My hosting site (and It is too),

    * Not chrome (yeah, It is their's, too...)

    but Too many? At least on my think, Avoiding to make problem is valueable one....

    If so, I would say that it's not really up to Scirra to fix such a thing. You should use a naming convention that is compatible with as many systems as possible.

    Agree in partially, but I think avoiding to use of their (... in this case, my) own language in easy-going tool... especially naming objects, makes accessibility lower.

    As far as I am aware, Construct 2 correctly handles unicode.

    Yes, you're exactly right, And I like it very much. But, ... wait, What I saying is, Non-ascii problems happen all the ways in other fields... especially in this case, filename.

    I'm also not sure if we can automatically rename files without possibly causing naming conflicts. I also don't want to make Construct 2 rename things if the problem is just with the server.

    Yes, now I think It's their problem, But is renaming file names on export that hard? maybe then, I'm requesting too much thing...

    And Why I suggested to rename all stuffs in project Is because of messing around to make not-readable one. In these days, I think doing all that are not important. I was too short to say that. sorry.

    But still I suggests feature that renaming file name on export, especially image files.

  • Any ideas? No response makes me not using my language on C2 and I think It reduces accessability of C2...

    Is it tl;dr? In short, for security and compatibility reason, I think C2 needs an option that does change all 2-byte words to ASCII compatible and not-readable words... in exporting dialog, that means on-export time.

    Manually doing that is quite dizzy stuff if you have many objects in own language. D: and... if you did your object naming to 2-byte, You will need changing it sometime!

    Am I only person that think it's needed? Is there no 2-byte language people using C2, and feeling alike me?

    My game is in duplication... please remove this. Not this. Thank you!

  • Hello all, Sorry for my bad english at first. :D

    I'm trying to make shooting game (which is like touhou / raiden, etc...) and trying to make precise movement for bullet in position and time like path or interpolation, but want to make by default behaviors.

    The problem is, If I set position for object for condition for next movement sequence, for precise position waypoint moving, It is not same in time (for example, object created in same interval) ... and other side, If I just pass to next movement, the values are vary because of C2 is time-based...

    then I thought I can calculate remain dt for extra movement, but It looks hard and dizzy (If movement is composed of several behavior in one time... urghhh!)... I think C2 does not support using custom dt, then seems like making new plugin or editing existing one is better choice, but I can't make plugins, because I don't know JS well.

    Yes, the problem is in Reproducinig of movement sequence that is not related to framerate (which is C2's concept). and I'm repeating for clearance of my think, I want to make sequence in style of already implemented behaviors, like bullet (with acceleration), rotation which is time based.

    I looked for custom movement, but It has only stopping step, no function like "continue in next movement with remain dt" was there.

    <img src="http://img29.imageshack.us/img29/6914/6lyb.png" border="0" />

    (moving to right)

    I have no idea with solving this problem. thank you for reading... nevertheless of bad explanation. If there are an agressive expression, It's not pretended.

    edit : in short, I want to make "precise waypoint movement with combination of default behaviors (like bullet, rotate, etc), but not loosing any time", but how?