tunepunk's Forum Posts

  • I think the best way (not the easiest) is to configure whatever webserver you use to send the right cache control headers. But yeah it's kind of frustrating.

    https://www.mnot.net/cache_docs/ Might have some help on server configuration.

    I've experienced this issue in C2 as well. Previewing in Edge, Chrome was no problem, always got the latest version when reloading, but Mobile browsers and Safari, especially on Mobile NEVER updated unless you cleared cache completely every time. At least there is an easy fix in C2. (Delete offline.appcache)

    Are you planning to host your own games? then you probably should check out server configuration.

    I only use my own server for testing privately, so I always have access to a build, and can test on different devices whenever I want.

  • For mac icon change:

    - Convert the png to icns (https://iconverticons.com/online)

    - Right click ---> Get Info ---> Drag and drop the icns to the image on the top-left corner

    Ah nice, it's not really needed, you can just copy any image data to clipboard and paste as your new icon. Good tool though, I'll save that link <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • I think the best way to improve it would be to simplify it radically. Multiplayer can be really hard to comprehend. I tried making my game with the multiplayer plugin but gave up quickly too complicated. I started using photon cloud instead. Much more easy to use. I think the only thing wrong with the multiplayer plugin is it's so hard to use and comprehend. They should probably rethink, how can we recreate multiplayer functionality, fool-proof for idiots... Lol. Make behaviours etc for easy setup.

    I pretty much just wanna slap a multiplayer behaviour on a character. If he moves, he moves on the other screen as well. If he jumps he jumps on the other screen as well, That's pretty much the level of complexity they should aim for to get it working for a beginner, but but possibility for more advanced user functionality.

    The reason i love the Photon Cloud plugin is that there's no Host/Peer thinking behind it. If your character does an action you just broadcast that action to all other players in the room, the same goes for them. Anyone can drop out or drop in at any time, game is still active. There's no situation like if the host get disconnected the whole game session ends.

    Why i don't like the Multiplayer is pretty much the peer/host way or working. If your peer wanna move, you send that to the host, host confirms, sends back, then you move. Anyway I think they could have made it a lot more user friendly with some easy setup with multiplayer behaviours, That would handle the Host/Peer functionality and you just choose what action you want to transmit.

  • Was looking over the long list there it seemed like most of them were "nice-to-haves" and not really crucial. Some of them definitely nice to haves, so maybe that's why some things often are left out.

    For example: "Stop all timers", nice to have if you use a lot of timers. If not just copy the action and stop them one by one does the same thing. Or if you have many, save them in an array and loop through the array to stop them all. Probably easy to implement, but why bother?

    If something makes it in or not may also depend on how likely it would that suggestion would be used, or if you can do pretty much the same thing already, but there's no specific action or condition for it.

    Hopefully there will be more time and resources for more "nice-to-haves" in the future, but I think they will get a LOT of requests to make scirra maintained versions of C2 plugins that are no longer supported in C3, where the plugin maker moved on to other things.

    Edit: Some if them seemed pretty impossible also like this one for example:

    Sprite

    Add frame - Add a blank frame to a sprite

    It's probably because spritesheets are created on export, and you can't really mess with it after that point, without screwing something up. You cant recreate the spritesheets in runtime. You probably also had to specify the size of that frame, at what index, timing for that frame, imagepoint location, etc etc. even if it's a blank frame 100% transparency, why would you want that? just uses memory. If really needed ..Add a blank frame before you export and set that frame when needed.

  • http://htmlgl.com/

    I found this, don't know if this can help. ? not sure how it works really, but there is githoob link.

    brushfe If I'm recalling right, they mentioned that C2 will be maintained, but not many new features will be added. I guess some will still happen, like upcoming xbox support etc, but I think most focus will be on C3.

  • I don't know if I should file a bug or add a feature request. I'm using C3 (desktop version) on a Surface Pro 4.

    Pinch-zoom not working in layout view.

    You can scroll with one finger but you also get selection rectangle if you do it.

    You can't resize, reposition or rotate objects using touch, but you can select them.

    Using the mobile version on desktop was not very usable either.

    So do I add this as bug or feature request. Support for Touch capable desktop devices?

    Using a stylus works well for rotate, move, scale. As stylus tip works as mouse pointer, but this is not the case using touch. Do you have any touch/stylus device testing this kind of functionality?

    As touch enabled desktop computers/laptops/tablet hybrids are becoming more common this would be really nice to have, and certainly a big selling point if supported.

    Only layout view acting weird with touch. So far I haven't noticed anything else strange.

  • So here's a short version of my post:

    It enables you to stretch windows over multiple screens but unfortunately the result is very annoying to work with and only slightly usable if both screens have the same resolution. Even then you have a giant window stretching over multiple displays leading to enormous annoyances (like having to do minutes of undocking and reordering everything every time you start the app).

    I see. That seems very annoying. Maybe this is just a Mac limitation, hopefully this feature will be available in upcoming chrome versions or something, I can't really find any better solution so far. I'll update the thread here in case I find any proper solution to that.

    The only thing I found so far is that you can go to System Preferences > Mission Control, and uncheck the box for "Displays Have seperate Spaces" That way you should be able to have A chrome window extend over to your second screen as well. I can't test it here, since I don't have a second screen.

    Try it out and tell me if that works.

    Does this allow using multiple screens? My desktop app on Mac works fine but I can't pull windows out of the main window.

    This is also a Mac issue, I'm trying to investigate if there's any other command line switch that will enable this. This doesn't seem to work when you run the regular browser version either, so it could be that the OS itself or the Chrome version for Mac doesn't support this yet.

  • Bumping since i saw other people asking how to run C3 in fullscreen/app mode.

    Havok

    I see you are on mac... Check out my thread how to do it on mac.

    https://www.scirra.com/forum/pro-tip-open-c3-in-app-mode_t189550

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  • I just tried the Export option in C3 which creates a zip file, in standard download folder.

    I find it a bit annoying.

    Since you can't test your exports locally after you exported I always upload my exports to my host/ftp, so i can access the latest export any time, for testing.

    Current workflow.

    1 Export HTML5 project

    2 Download export file as zip.

    3. Unzip file.

    4. Upload folders and files to your FTP/Host

    A bit too many steps for my liking. Export to FTP/host option would be nice...

    My current export flow works like this now with C2, so maybe I just got a bit comfortable.

    1. Export to my local FTPBox location. (files will upload automatically to my host)

  • Ahh i see that they have changed that in C3... maybe the offline.js does the same thing now?

  • You can delete the output file. "Offline.appcache" and it will automatically refresh every time you reload. I always do this, but it's a bit tedious to manually delete that file every time you export a new version. I would love for the have it as an option in export, just so I don't have to manually delete that file every time :p