thehen's Forum Posts

  • This is working for me: .capx.

  • Are you using the text object or sprite font object? If the text object, what font are you using?

  • sqiddster Scirra reported 60fps with Space Blaster.

    retty much a solid 60 FPS, dropped to about 52 FPS when a lot was going on. Was running in HD too (1920x1080)

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Ashley okay thanks, that's good to know!

  • Ashley I revisited this and built a reverse geocoding plugin using the Bing maps API, plus a weather retrieval plugin using the forecast.io API.

    In the end I did it with JSONP - it didn't require CORS or a middle server. I can understand the security concerns with JSONP exposing an API key, but as this is designed as a Tizen/FirefoxOS/Blackberry app, are there any implications?

    You know a lot more about this so I'm hesitant to just roll with it.

    Cheers!

  • farsmile90 is there English documentation for the API?

  • czar I'm getting black screen too, only it's not loading at all, WebGL or not.

    I think for the moment, liaising with Ludei to try and rectify is the way to go. It's been a major update so some teething issues are to be expected :)

  • vtrix yeah looks like they're storing the alpha channels in separate image files :/

    Not sure of the reasoning. They use a lot of transparent gradients so PNG8 probably wouldn't work for them and two jpegs/gifs may give better quality vs size?

  • Man, looking at these Angry Birds assets - they're terribly optimised. All PNG32 sprites, no intelligent tiling. Even the sprite fonts are 50% unused space with blank characters.

  • Zagnas There's no reason that I can see why you couldn't make a game for Steam. We're releasing on a major casual games portal for Windows that has a similar client and haven't seen any issues.

    Also why do you anticipate 1gb in size? Our game is 5mb, and even hitting 100mb would be super hard.

  • Kenney I was just reading through this post: Optimizing your JavaScript game for Firefox OS.

    Is there any noticeable improvement adding the moz-opaque attribute to the canvas tag in index.html?

  • Kenney thanks for testing it out! That's a shame, hopefully improvements are in the works. Have you tried with turning WebGl off?

  • Kenney ah that's disappointing. My phone got lost by UPS, but now consumer devices are starting to appear I'm just going to wait.

    Any chance you could check Mortar Melon on there? firefoxos.mortarmelon.com All the xml is there ready to go.

  • ludei great work, this sounds fantastic. Any ETA on the iOS app update?

  • Hi all,

    A lot of the games we'll be working on will feature some sort of flinging mechanic, and it's becoming apparent that we need to predict the physics trajectory.

    <img src="http://i.imgur.com/XHJm9vB.jpg" border="0" />

    Additionally, the trajectory needs to be cut short when overlapping a certain object or family.

    <img src="http://i.imgur.com/N5c24Fu.jpg" border="0" />

    I'm open to suggestions for the most flexible implementation of this as a plugin.

    I assume we'd feed in the position, physics properties, force and marker spacing and you'd define the sprite markers in the image editor.

    If you could PM me with details, we can work out a price.

    Once complete we'll release for free to the community.

    Cheers!

    Henry