TheWyrm's Forum Posts

  • I do find this whole C2 mobile situation fascinating. It seems to me that at present ludei offer the best working wrapper for iOS and a not bad Android one either. However, there is a dark history which lead to it being unsupported by C2.

    The XDK using Crosswalk and Cordova looks like the next best all in one service, but for some reason the focus is primarily on the PhoneGap build service for iOS. Which is shame since with full feature support I believe it could be the best IF iOS8 is used by a large majority. Cordova and PhoneGap are basically the same thing, but does that mean they will run the same features and plugins exactly the same? I'm not sure.

    Then there is PhoneGap, but I hesitate to pay for a monthly subscription until iOS8 majority is reached, and not sure why I would want to assuming Cordova is the same.

    Confusing times to release games...

  • ArcadEd Yeah, it's about 12:40pm there now. So I meant 4.5 hours until the end of their work day assuming they end at 17:00pm.

  • FYI for interested parties IntelRoberts is looking at my files. I think for now I will move onto the iOS build.

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  • ArcadEd Yeah, I've been eagerly checking too. Another 4.5 hours until the end of their day...

  • Good work guys. Looking forward to your next cast!

    Ohhhh shiny!

  • Sounds like my issue was solved in the recent beta. Woop!

    "When building spritesheets on export, Construct 2 has typically inserted a 1px transparent border around each image. This avoids color from an adjacent image on the spritesheet "bleeding" in and causing a fringe of a different color to appear down the edge. However this actually caused a different problem: in preview mode images work in a "clamp-to-edge" mode, meaning they show the last pixel's color right up to the very edge of the image. (Visually this looks like "hard" edges.) After export, since the edge of the image is now against transparency, it then means the last pixel's color actually blends with transparency up to the edge. (Visually this looks like "soft" edges.) In short, this means in some cases seams can appear between adjacent objects after export, because the edges are now blending with transparency at the edges, allowing some of the background to show through in between.

    To resolve this Construct 2 now repeats the outside row of pixels from the image instead of inserting transparency around frames. This ensures that after export images blend at their edges the same way they do in preview mode, and helping prevent seams appearing. If 'Downscaling' is set to 'High quality' images are (as usual) padded out to power-of-two sizes for correct rendering with mipmaps, and now C2 also fills the entire padded area with the last row of pixels. This might look a little odd on your spritesheets, but it guarantees seamless rendering even with extreme downscaling."

    ~https://www.scirra.com/construct2/releases/r185

  • Sounds like my issue was solved in the recent beta. Woop!

    "When building spritesheets on export, Construct 2 has typically inserted a 1px transparent border around each image. This avoids color from an adjacent image on the spritesheet "bleeding" in and causing a fringe of a different color to appear down the edge. However this actually caused a different problem: in preview mode images work in a "clamp-to-edge" mode, meaning they show the last pixel's color right up to the very edge of the image. (Visually this looks like "hard" edges.) After export, since the edge of the image is now against transparency, it then means the last pixel's color actually blends with transparency up to the edge. (Visually this looks like "soft" edges.) In short, this means in some cases seams can appear between adjacent objects after export, because the edges are now blending with transparency at the edges, allowing some of the background to show through in between.

    To resolve this Construct 2 now repeats the outside row of pixels from the image instead of inserting transparency around frames. This ensures that after export images blend at their edges the same way they do in preview mode, and helping prevent seams appearing. If 'Downscaling' is set to 'High quality' images are (as usual) padded out to power-of-two sizes for correct rendering with mipmaps, and now C2 also fills the entire padded area with the last row of pixels. This might look a little odd on your spritesheets, but it guarantees seamless rendering even with extreme downscaling."

    ~https://www.scirra.com/construct2/releases/r185

  • It could be a setup issue. So if you spot any issues then please let me know.

  • Hi guys,

    Just thought I would i would re-post this article here as it may save some fellow Brits some money -> http://www.develop-online.net/news/uk-devs-can-finally-claim-tax-relief/0196727

    Kind regards,

    TheWyrm

  • I take it back WebStorage is fine. IntelRobert It is actually IAP that causes the crash.

    Here are the source files -> http://www.thewyrm.com/test/BugSplatter.zip

    Link to the alpha game on Google Play -> https://play.google.com/apps/testing/com.thewyrm.bugsplatter

    To play it you need to be a memeber of my testing group ->

    The game plays fine until you buy a managed IAP. If you quit the game and relaunch you will only get a black screen after the splash screen.

  • Ashley lol. yeah, you guys have great release turn around. I was just wondering if there was a URL somewhere that I had missed. So no worries.

  • Hi guys,

    Can anyone point me to where I can find what is planned for the next C2 release, or failing that if anybody knows what is planned?

    Cheers,

    TheWyrm

  • I'm pretty sure WebStorage doesn't work in Cordova. Just waiting for final confirmation from my tests.

  • RenatoB Have you tried Webstorage yet? I think it causes blank screens for me.