superdbop's Forum Posts

  • Ashley

    I thought this article might be interesting to you. Maybe you can work with your contacts at Nintendo and get a head-start on 3DS support?

    [quote:1lr4e7s3]Now, we can move on to other platforms and see how we can make those compatible,” he continued, “either with Unity or with additional middleware providers as well.

    Read more at http://www.siliconera.com/2014/03/20/ni ... tendo-3ds/

    http://www.siliconera.com/2014/03/20/nintendo-looking-bringing-unity-nintendo-3ds/

    Please delete: http://www.scirra.com/arcade/addicting- ... 232/aliens

    Thank you.

  • Here's a couple of formulas for converting between dB and Amplitude (0-1 scale):

    Amp to dB: pow(10, dB Level/20)

    DB to Amp: 20 * log10(Amp Level)

    As mentioned, amplitude is not linear. (1 = 0dBFS, 0.5 = -6dBFS, 0.25 = -12dBFS, 0.125 = -18dBFS, etc..)

    I've been an audio engineer for the past 8 years and a VST developer for about 4 years so this comes in handy for me. If anyone wants to play around with the values rather than plot them on a graph or whatever, here's a nice converter that helped me out when I was learning: http://www.plugindeveloper.com/05/decib ... tor-online

    <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I think he means what is the method used by Construct 2's random number generator. No computer number is actually random. Pseudo-random numbers are generated by using the clock and/or other algorithms.

    Unfortunately, it's not documented. Maybe something is listed in the SDK? I'd start there or pm Ashley directly.

  • Just about every point made in this thread is why I made the decision to switch to Unity full-time. I love the idea of Construct 2, but real world results are what matter. For me, C2 isn't meeting my needs (though, native support and a few other common requests would tip the scales a little bit...)

    I understand the vision of a world purely run by HTML5, but the future is not the present. Windows Store games made with Construct 2 having "stutter" issues even on my Surface Pro isn't all that acceptable.

    My two cents anyway..

  • Try setting to scale outer and see what happens ;)

    Nothing different.

    Not a big deal. I'll just host it somewhere else.

  • Hello,

    I'm a first time uploader to the Arcade. Be easy on me ;)

    Is there a way to set a game's screen size to the maximum size supported by the Arcade?

    The reason I ask is that I ported an old game I made on a TI-83+ graphing calculator to Construct 2. I did my best to stay true to the original including the TINY screen resolution of 96x64. I have letterbox integer scaling set hoping that the Arcade would respect this option and resize my game to the maximum size allowed, but that doesn't appear to be the case.

    Is there any way to tell the arcade to resize the game on the website? If not, what is the maximum supported size and can we programatically scale our games to that maximum size?

    Thanks,

    Dustin

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

    (not dependent on a capx)

    Steps to reproduce:

    1. Use a high-dpi setting in Windows. I'm currently using a Microsoft Surface Pro with Windows 8.1. DPI scaling is at maximum.

    2. Insert Sprite object

    3. Double-click to edit Sprite object

    Observed result:

    The controls in the color window are overlapping and the toolbar buttons in the image editor are very close together.

    Screenshot: sdrv.ms/LGjZAv

    Expected result:

    Proper DPI scaling to match the rest of the program :)

    Browsers affected:

    Chrome: no

    Firefox: no

    Internet Explorer: no

    Operating system & service pack:

    Microsoft Windows 8.1

    Construct 2 version:

    160.2

  • Hey friends,

    Question/possible feature request:

    We can currently create containers in the layout view, but we can't really do anything with them unless it's from inside an event sheet.

    I could be missing it, but is it possible to have Construct 2 select ALL objects within a container when selecting a single object that is part of a container? This would be REALLY handy for moving multiple objects around, resizing them, rotating them, cloning/instancing, etc.. without messing up relative placement.

    If not, I'd like to request this feature. It would essentially treat containers as objects themselves. Would what be really great is if these containers also appeared in our Objects window :)

    Thanks,

    Dustin

  • Actually I did search Google. Sorry I wasn't as effective as you in your search and thanks for pointing out that it has been retired or replaced. However I don't care and I already understand how to use EaseTween very well.. And if it was so pointless why waste your energy and time writing anything to anyone especially since someone already answered the question for me. Do you not have anything better to do? Wait I get it, this is how you feel good about yourself. You come here and talk crap to people you will never meet and that makes you feel like a big tough guy. Am I right? I'm new to this still and just trying to find stuff. Do you feel like a big man talking crap to somebody you'll never meet? And also last time I checked I lived in a free country, meaning that I can start another section if I feel like it. K tough guy! I used Google with the 'site:' qualifier and found blah blah blah blah blah blah blah blah blah blah. Good for you zenox98. You are true master at Google searches, my god hold the phones, stop the press, appoint the new president and all your mighty Google searches to zenox98 the internet tough guy that browses comment sections to feel good about themselves.. Good for you zenox98 <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" />

    Rough day or what? Sheesh.

  • Nice so maybe it's already working (even if it's not officially supported.) I'll have to do some digging and experimenting.

    Thanks.

  • If your really interested in making Wii U games, I would suggest heading over to wii-developers.nintendo.com and fill out an application. You will be really limited in what you can do without official Wii U dev hardware. Also, Ashley and company have stated they may have something to share with us in the new year regarding an official exporter, but I will say that Contruct 2 as-is does play nice with the dev hardware.

    Right. I'm not talking about Wii U games, though. The link has information for the Wii U's browser. I was thinking more along the lines of another supported browser for construct 2's gamepad plugin for standard HTML5 games not games made with the Nintendo web framework or ones available in the eshop.

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  • Just came across this on the Nintendo website. I'm not sure if it's been mentioned here yet.

    http://www.nintendo.com/wiiu/built-in-software/browser-specs/extended-functionality/

    It looks like Nintendo has some javascript documentation publicly available for using the Wii U Gamepad and other features with the Wii U's built-in web browser. A test page is also included for use with the gamepad.

    Does our gamepad plugin work with this already? If not, maybe Ashley could add it or someone could make an unofficial Wii U Gamepad plugin.

    If nobody here is able to work on it, maybe it's time I brush up on some javascript.

    What do you think?

  • Ashley: ...The ability to zoom in on the Tilemap window would still be appreciated, when you find time for it. Thanks.

    I apologize for the month-old bump, but this would be fantastic. Selecting 8x8 tiles is slightly tedious (though not completely unbearable.)

    Thanks :)

  • Thanks JCJOSECALDERON and mepis! <img src="smileys/smiley4.gif" border="0" align="middle" />