TiAm's Forum Posts

  • I sent some feedback to cocoon.io about the webGL scaling issue:

    [quote:2m1cqm8r]Project exported from Construct 2 as Cordova. Fullscreen is set to true.

    Problem:

    Game only fills bottom-left part of screen when WebGL is enabled.

    Suspected cause:

    It seems as if the game resolution is reduced if it exceeds the resolution of the target device. This appears to follow powers-of-two. In my case the native game rez is 1024x640; the rez of the lower-left window is 512x320. Said device has a 800x480 screen.

    Unfortunately, this image is not being scaled back up to fit the screen.

    Also of note: touch input registers as if the image is being scaled up; ie, tapping on buttons in the small window in the bottom left won't work, but tapping where those buttons would be if the screen was scaling correctly works fine.

    The small window displays correctly otherwise; webgl fx work, framerate is good.

    Touch input and sound trigger latency is faultless.

    Device info:

    https://docs.google.com/document/d/1b8F ... sp=sharing

  • Tried to recompile a WebGL export of my project in cocoon.io

    Game runs great...in the bottom 1/4 of my screen.

  • lunarray

    Sweet, thanks for save/load support!

  • I think rexrainbow plugins should be added to construct. Officially bought and added. His expertise has been invaluable.

    +1000.

    Speaking of rex: http://c2rexplugins.weebly.com/rex_ginstgroup.html

  • An approach more consistent with C2's design would be:

    1. A way to grab the current SOL for an object/family/entire gamestate as a value (say, a JSON string).

    2. A complimentary "Restore SOL" condition that this value could be passed to.

  • Mabaet

    Yours is a very salient insight; I hadn't heard of WET/DRY before, but I understand the concept perfectly.

    IMO, the tendency of most C2 users is to adopt a WET approach by merely copy/pasting events to replicate logic in different contexts. It's a lot faster than modularizing into a function, and it's acceptable for a prototype, but breaks down for projects exceeding a few hundred events.

    However, you can often fend off this kind of design with a good use of families and functions. My rule is this: never copy/paste logic if you are using it it more than one place; it will always come back and bite you later on. Turns out this has been codified into a rule of thumb as well:

    http://en.wikipedia.org/wiki/Rule_of_th ... ramming%29

    One of the places where I still run into trouble, though, is in cases where I want to pick objects of different types in one go. For example: we can't go "pick all objects where X > foo" if some of those objects are sprites, some are spritefonts, some are TiledBG, etc. Even if we just want to pick all sprites where X > foo, we still have to add every sprite in the game to a family, then refer to that.

    It would be great to be able to have a pick function that could cross object type lines and pick thru every object that shared the same kind of parameter (X, Y, Opacity, etc).

    BTW, that example you link to: what, exactly, is the advantage of such an approach to multiple objects added to a family? The problem I see, in a real world scenario, is that every animation frame for every troop would be loaded with that object, which would take up a lot of unnecessary memory on layouts where you would only be spawning certain types. And...what if you had multiple animations for a given troop?

    Here's a version implemented with families; if anything, I think this approach is more elegant, as adding new enemy types only requires adding a couple new actions, and all stats can be set in one go thru the enemies family:

    https://www.dropbox.com/s/jychw2ppib7en ... .capx?dl=0

  • Egyptoon

    Actually, the process is generally quite elegant and easy for the new cloud interface, though I never had any real problems with the old one either. Yes, the resulting apps aren't ready for prime time yet, but hey, it's an early access beta, what do you expect?

    ludei

    Even though it has been covered on the forum before, a step-by-step guide for exporting to the new cloud would be a good idea once the interface stabilizes and the kinks are worked out. That way when this question comes up, just link to the tut, instead of having to rehash old info. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Elsewhere: what version of cordova is Cocoon using for .io? What about the legacy cocoon cloud? I ask because of the new Intent/config vulnerability as detailed here:

    http://blog.trendmicro.com/trendlabs-se ... id-apps/9/

  • ludei

    Any progress or ETA on WebGL support? Canvas2D scales correctly, but looks kind of low-rez and grainy.

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  • Tom

    Here we go again...

  • PSI

    I still use nodewebkit 10.5. I usually preview to that.

    Few things (and instructions):

    1. capturing video at 60fps is demanding. I have a very good processor (i5 3570k), and I still had to tweak my settings to get smooth recording. Resolution makes a big difference; if you don't have a dedicated GPU, you won't be capping smooth gameplay at 1080p60.

    2. There is an option under video that says 'disable aero'. I'd recommend it. Also, I run OBS as 'administrator'. TBH, I forget exactly why, but go ahead and do that too. Otherwise, stick with defaults.

    2a. If you want, you can go under encoding and up your bitrate to 10000 or even 20000, but you might need to back it down later if capping is dropping frames.

    4. First bring up C2. Preview your game with node webkit. Then go to OBS.

    5. First you add a scene. Call it whatever; 'game rec'.

    6. Then you add a source. Don't chose 'Game Capture', instead chose 'Window Capture'.

    7. Configure according to the window below:

    8. Once added, press 'start recording' on the main window, and go play your game. When you are done, stop the recording, open 'file', and then 'open recordings folder'.

    9. Name of the file will be the date and time of recording (24 clock). eg. "2015-05-27-1556-51.mp4".

    Post back if you have any issues.

  • cranberrygame

    PM'd you.

    I don't minify script, not sure if that helps or not.

    The only configuration setting I changed from default is WebGL to off/no

    Wonder if this would get the phonegap.game plug working? Gonna give it a go.

  • Ashley

    Would it be possible to get a 'CooconJS' formatting option in the Cordova exporter? All you would have to do is omit the config.xml file, chuck all the exported files in a 'www' folder, and zip it.

  • ludei

    Edit1: Managed to build, but I had left webgl on, so I was getting the scaling glitch others have seen (game window quarter size). Going to try canvas2d next.

    Edit2: Any plan to let us grab a single apk as opposed to the whole bunch? For those with limited bandwidth (like me ) having to dl 3 unnecessary files every build is a drag.

    Thanks for the reply. Said plugin has instructions on their github site for using with cocoon.io (exactly what I did), so I assume it is supposed to be compatible. I'll build again and bounce the feedback over to you.

    In the meantime, I stripped out the offending plug and managed to build successfully. Now to install. Fingers crossed...

    P.S. I'm loving the size of that apk.

  • ludei

    cranberrygame

    Okay, I see now that the build info/errors are emailed. Would be great to be able to see this info right in the cloud app, as the emails seem to take a few minutes to precipitate out.

    The error I'm getting is for the 'Phonegap Game' plugin, by cranberry games. Specifically:

    "Error installing plugin: com.cranberrygame.phonegap.plugin.game@"

    Added this to plugins by going to search, finding it, and installing it. I can see it was added to the config.xml file. Also tried to add my app id as a param, as is required in Intel XDK, but no love.

    Anybody else using this plug (or any cranberry plugs) in cocoon.io?