TheWyrm's Forum Posts

  • Hi guys,

    I have found that when I use the z-order manager I only see a subset of the instances in the layer, which can make it tricky to guarantee that I have positioned my instance correctly. The way I use the tool is by selecting an instance, right click it and select z-order>edit z-order...

    Am I using it correctly? or do I have to do something else to see other instances in the z-order manager?

    Kind regards,

    TheWyrm

  • ludei Thanks for the updates and information.

    [quote:r1hg7k05]We'll think about if it's possible to include a check to enable/disable lazy loading in the C2 CocoonJS plugin. By now it has to be done editing the final .js file.

    Construct2's selling point is that it is non-programming environment that makes games. So yes, I think it is essential to be included in the C2 CocoonJS plugin.

  • [quote:30asr5x0]The question still remains, now that we have layout by layout loading, if we want it, how can we pop a loading bar or something while loading a layout. Is it possible?

    ArcadEd ludei I would also like to know what can be done for showing loading progress between layouts.

  • Actually I just did a search and it looks like there is a SVG plugin ->

    Not sure exactly what it does but it might be worth a look.

  • I'm pretty sure C2 wont deal with SVG files at all. In fact you'll struggle to find any game engines that do. The closest software with SVG support that I can think of is Flash professional.

  • There is an updated blog post and a new version 2.1 has been added -> http://blog.ludei.com/cocoonjs-latest-releases/

    Ludei mentioned that they were going to update to 3.0.0. So not quite sure what's going and if they have fixed the memory issue that was reported.

  • Nice work

  • vitorfgd Isn't it fixed?

    [quote:3plsrtnt]Fixed the crash on Tegra-based Android devices like the Samsung Galaxy Tab 10.

    ~http://blog.ludei.com/cocoonjs-2-0-2-is-live/

    ...or was it a WebView+ issue?

  • vitorfgd I would add it to the github issue list

  • So a here are a few example of where this would useful in developing cross platform games.

    -Using third party plugins i.e. Like FGL which brings up a debug menu whenever the game starts. I could disable the plugin and so have just one capx that works with multiple platforms.

    -Using plugins that aren't supported by Scirra Arcade. I believe that if any plugins are used that aren't supported you cannot submit to it. Again if you building a game for multiple platforms you will more than likely use additional plugins to provide services. So if you could disable the extra plugins you wouldnt need to again make a copy of the capx and strip it down.

    Essentially what I am trying to avoid is branching when supporting multiple platforms, as it means one game change has to be replicated X times. If there are ways around this that I don't know about then please let me know.

  • Disable plugin - There are times that I don't want to include a plugin/object in the export, but you also can't delete it as it will remove all the corresponding actions. So I would like a bool on the plugin which disables all the corresponding action code and doesn't include it in the export.

    Thoughts?

  • ludei Thanks for the information. I'm sure everyone would agree that we prefer a thoroughly tested release rather than a quick one.

    I assume you're also updating your facebook api? Hence the hold on Facebook CocoonJS features?

  • vitorfgd Yeah, I was one of those people. I chased it down and Ludei fixed it ->

    https://github.com/ludei/Construct-2-plugin/issues/28

    You just need to look at the capx on github to see how it works. However, it doesn't explain setting on the facebook, gamecentre, google play game services side of things. I'm sure that can be googled though.

  • I'm thinking the same thing. I just hope there is nothing that requires a C2 change if things break.

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  • change the angle of the bullet sprite.