theames's Forum Posts

  • Hold on so does the full process work on ios including notifications back to c2? I.e is it just android that isn't fully working yet?

  • Damn man this is so close to being absolute genius. It's a must to have fully integrated IAP on android and apple. My game should be done in a few weeks and I really hope this is in place by then. Fingers crossed. My game resurrects the almighty kitten cannon! Awesome 60fps on Iphone Oooohhh yeahhhhhh

  • So does IAP with cocoonjs work in c2 or not?

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  • No I did ask but they didn't say. I think they may be looking at X ml implementation too

  • Confirmation from Ludei that this is now fixed and will be in the next CCjs release

  • On windows 8 it does work to the extent it doesn't error but when trying to read the root node it always returns nothing. So like the for each /root would never run. I did make a thread about that one but no one replied.

  • Any idea when Xml will be ported? Just a rough time scale if you have one. It's pretty crucial to my game but will develop a work around if I know it's a long while off

  • it looks as though its not supported, is there an alternative? Im making a tower defence game and need a way to store and load the information of which enemies will be spawned on each wave and after how long, xml is great for this and works a treat in the browser but on IOS via CCJS it says xml object is not supported, and it doesnt work on windows 8 either

    any ideas?

  • Ok so design a layout set for ipad 3 i.e. 2048x1536

    Add a sprite of an image of my character, no animations, no additional frames, lets call him character1

    Next add a different image character as a different sprite, only this time open it up and add a second animation frame, the animation doesnt need to be playing, just set speed to 0 and you'll get the same result. Lets call this one character2

    run it from c2.....result.....the whole thing is resized down (using fullscreen scale mode) and both the characters look great!

    Export it to html5, run it via the browser, character1 looks great, character2 looks blurry

    looking in the exported files we can see that character1 is exported as a singe image but character2 is exported as a spritesheet, presumably because it has the extra frame

    Something must be going wrong in the creation of the sprite sheet as when being scaled down the quality of the image goes real bad, where as scaling character1 down its fine

    When im talking about scaling down i mean like it was created for 2048 for ipad 2 but my monitor is not 2048 wide so everything is obviously scaled

  • Exporting to cocoonjs the images and text proper blurry.

  • Can you update with any comments from ludei? This really needs sorting. Is it antialiasing?

  • A single sprite for the tile. An instance variable to hold the letter. Display the letter with a text field. Random number 1 to 26 to determine the letter?

  • If i run it throught phonegap the images appear perfectly on my android, cant be bothered with all the certificate crap to test on ios at the moment but im assuming itll be fine.

    So do i roll with phonegap or try to get it working on cocoon as ive heard this is much better performance wise???

  • images look crap and blurry in cocoonjs, does anyone know why and how to fix?

    this is on iphone and ipad

    get the impression its something to do with antialiasing, is there a way to turn it off?

  • I agree the graphics in cocoonjs are utter poo man

    blurry as hell and even plane text sucks the big one and you cant even read it sometimes.

    Is there an alternative to cocoonjs that doesnt suck when it comes to the image quality?