stevenworks's Recent Forum Activity

  • Hello Arima,

    if there will be the possibility to do what I've requested I could think to make the android exporter real (in my previous post it was a fake, sorry).

    Steven

  • Ok,

    I try with a concrete example.

    I have created a software that convert a C2 project in an Android App ready to be tested in any Android device, without use PhoneGap, AppMobi or the C2 exporters.

    Now, I would like to have a new button in the C2 menu that launch my software. When my software starts it detects that in C2 there is an opened project, named "MyGame" and that all files are in "c:\c2projects\MyGame\". So my software can automatically takes the necessary files from "c:\c2projects\MyGame\" and prepare the test Android App. All this directly from C2.

    EXAMPLE (menu customization)

    <img src="http://img404.imageshack.us/img404/2087/samplea.jpg" border="0" />

    EXAMPLE (the launched software)

    <img src="http://img210.imageshack.us/img210/1277/sample2v.jpg" border="0" />

    Steven

  • Hello,

    maybe I did not explain well, sorry for my English ...

    "Image or sound editor," "exporters", etc.., were just the first examples that came to my mind, but I did not mean that I need an image editor or an exporter.

    I asked if I could put a custom button in the C2 menu to launch an external program created by me, that can access to simple C2 infos like, for example, the opened project. So if I need a tool that in C2 is not there and there never will be, I can create it independently.

    Steven

  • Hello,

    I know that the "to do" list of C2 is full and there are more important things, but I ask anyway...

    It would be great to have the opportunity to insert in the C2 menu a custom button that starts an external program (made by me). Then, the program can access to some simple C2 informations, for example what project is currently opened.

    In this way, I could realize small softwares to extend the C2 capabilities. For example, an image editor (like Photoshop), a particular exporter, etc.., that I can start directly in C2 and work directly with the opened project (edit its image or sound files, etc).

    It could be possible?

    Thanx,

    Steven

  • Hello,

    while in the release 80.2 exported games work, now with v.81 the same exported game doesn't work in any browser, in PhoneGap and AppMobi.

    It works only in preview.

    What's wrong?

    TEST:

    I've had re-installed v.80.2, opened the same game that with 81 doesn't work, Ive not modified anything, I've just launched exporter. All works ok. I think there is a real problem in v.81.

    Thanx,

    Steven

  • Cassiano, thanx for the replay, but sorry, what you say isn't the question I've proposed.

    I know how the folder works and how to activate the looping, infact I set properly the loop for the music, loaded in Music folder because I want that it's streamed and the effect in Sound folder for immediate availability.

    The game I created works perfectly in the browser: all sounds play, music is correctly in loop, all goes ok.

    The problem is only on Android Tablet, when I convert the game in an Android App with PhoneGap and with AppMobi, as I've explained...

    Steven

  • Hello,

    I've create a simple game where there are 4 sounds:

    • background music (C2 music folder)
    • player jump effect (C2 sound folder)
    • shooting effect (idem)
    • explosion effect (idem)

    I've exported it for Android (v.2.3) in 2 version, one with PhoneGap and one with AppMobi, and played on SmartPad 810C res.800x480.

    The game runs ok, physics a little slow, but acceptable.

    I've noticed that the audio:

    • in PhoneGap is ok, all sounds are executed, but the music doesn't go in loop (in C2 I don't see an event like "sound is playing" that could help me to force looping);
    • in AppMobi sounds start only as soon as I do something (for example, I move the player) and the music stops after some seconds.

    Some opinions?

    Thanx,

    Steven

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  • Hello,

    is it possible to have, in a future release of C2, a grid drawn in the layout? Obviuosly with the possibility to show/hide the grid, set the grid size, etc.

    This because often I need (and I hope someone needs too) to position objects to certain distances and it should be very useful to have a grid to put objects very quickly using grid lines as reference.

    Actually I have to do it by eye or using the "snap to grid" that, for me, isn't so efficient like it should be a grid.

    Thanx,

    Steven

    EXAMPLE:

    <img src="http://img607.imageshack.us/img607/3461/senzatitolo1cl.jpg" border="0" />

  • Hello,

    here you can download a C2 project I used to test physics. It contains a clone of "Angry Birds" (just the base game: lounch of the bird with the sling and hit of a builing with one enemy), that you can use to start with this kind of game, if you think it can be useful.

    http://dl.dropbox.com/u/65705269/AngryBirdsClone.capx

    Bye,

    Steven

    <img src="http://img36.imageshack.us/img36/6947/test1mj.png" border="0">

    <img src="http://img513.imageshack.us/img513/9397/test2k.png" border="0">

  • Hello,

    thanx for the replys.

    I've tried Awesonium, but the .NET 1.7 version is in development (actually there is just a 1.7 alpha without .NET support). I will try when it will be ready...

    0plus1: it's strange to say, but there isn't source code. I've only dragged the webkit component on the window form and set its URL property to index.html so to load the game when the app starts. The definitive EXE with all files is just a ZIP in exe format that starts my app (extracting all in the temp folder) when you double-click the EXE.

    Steven

  • Hello,

    I've tried to create a new wrapper using WebKit, following the suggestion of 0plus1. This the EXE:

    http://progettistart.it/CatGame_webKit.zip

    I've tested the EXE in a PC with a fresh installation of Windows 7, without any installed browser (except IE 8).

    Now:

    1) the EXE works independently from the installed browser. It uses the dlls of the WebKit engine

    2) the game starts quickly respect the IE version of the wrapper

    3) the EXE file weight is greater than the IE version, because it contains about 11Mb of engine files

    I don't know if it's work in other Windows OS versions and with a more complex Construct 2 games.

    Steven

  • Hello,

    the HTML5 wrapper I've proposed has a big limit (as Ashley says): it requires that IE9 is installed, with all the conseguences.

    0plus1 has said a right thing: I can try to use webkit/gecko/other engine (Firefox / Safari / Chrome, ecc.). In this case there are some things that need a test:

    • can the engine be used without the Browser installed?
    • can the engine be used directly without to ask the user to install something?
    • can the engine be used in any Windows OS version?
    • does the engine fully support HTML5 and, particularly, all the Construct 2 games features?

    The best thing is to execute a real export of the Construct project to EXE, a kind of compatibility between Construc2 project and Construct classic project, but obviously this isn't my competence...

    Thanx for the replies,

    Steven

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stevenworks

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