vikerman's Forum Posts

  • 5 posts
  • : It's just a proof of concept. I just hacked it till it worked - So just do a diff.

    Ashley - I totally understand. I haven't gone through the full plugin documentation. Will it be possible for me to write a plugin for an Ejecta export? Maybe I or anyone else interested can just maintain an unofficial plugin.

  • Hey Ashley,

    Here is an update on the WebGL implementation on Ejecta. The Rain Demo is fully functional on Ejecta - after minimal hacking to c2runtime.js.

    Here is the Rain Demo running at 6-7 FPS on an iPhone 4S (retina display) but graphically fully functional. The game doesn't have touch control so not much to play yet.

    It should be fairly easy to target Ejecta if you wanted to. I manually copied the files from my Windows Machine to Mac, dropped into an Ejecta project, created an index.js which is just

        ejecta.include("c2runtime.js");

        cr_createRuntime("canvas");

    Hacked c2runtime.js(Dropped it here if anyone wants to check it out) a bit to work with Ejecta and that was it.

    Quick video I made of the game running on a iPhone 4S -

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  • Thanks for the detailed explanation. Currently Ejecta supports DeviceMotion events. Not sure if that can be a replacement for device orientation. Also I think Dominic is working on adding support to the missing features in Canvas and a more complete version should be up soon.

    In any case the cool thing about Ejecta is that it's open source and I hope that will make it more flexible than the other options. Personally I am excited to be able to get Construct2 games on to Ejecta - And would be happy to work with you into adding missing features (as soon as I finish a first pass of the WebGL bindings)

  • Ashley - Ah ok. I just saw that AppMobi was an export option and I thought there can be a similar one for Ejecta - but I realize it would involve manually moving around files.

    Is it possible to do similar to what juantar mentioned in a plugin and in a more automated manner?

  • Hey,

    Couple of days back I started working on adding WebGL bindings to the Ejecta framework (http://impactjs.com/ejecta) - github.com/vikerman/EjectaGL

    Currently I have basic APIs implemented enough to render a scene from my Voxel engine - indie-indian.blogspot.com/2012/11/ejectagl-webgl-on-ios-with-ejecta.html

    One application of this project is the possibility of getting all the WebGL shader effects in Construct2 working on ios devices assuming an Ejecta exporter can be worked out.

    There is still lot of work to be done but I think this is better than waiting for Apple to flip the switch on WebGL on iOS devices. Please take a look at the project and provide help in terms of API additions, look at performance, porting samples, doing code reviews, testing etc. I don't have detailed documentation on EjectaGL other than the README file but the base Ejecta documentation at impactjs.com/ejecta is a very good place to start.

    Checkout the github project. Drop me a line here or at twitter -

  • 5 posts