Zoglu's Recent Forum Activity

  • Hello everyone,

    I'm quite new to scripting in C3, so this is probably some beginner error with JS modules.

    I'm trying to import the TinyMCE text editor in Construct 3. So far I've inserted a HTML element object with a textarea in it (maybe I could use a Text Input instead) and I've added the library's JS files to the Scripts folder this way :

    Then in my main script, I import the library :

    import * as Tiny from "./tinymce/tinymce.min.js" ;
    

    but when I try to use it as shown in Tiny documentation :

    tinymce.init({selector: '#tiny-textarea'})
    

    the library fails to import its modules and I'm getting 404 errors :

    I know I'm probably doing something wrong as I import the library as "Tiny" but don't use this name afterwards. More surprising are the 404 errors for tinymce/tinymce.min.js, while the tinymce.init call works at first (I disabled the Web workers so DOM calls are possible, the textarea disappears as it should with TinyMCE, and Construct doesn't show any error message) and I can't get it to work using the "Tiny" module name.

    Could someone tell me what I'm doing wrong ? Or maybe this isn't the right way to use an external library in C3 ?

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  • '"I've started to inject Cordova in all my APKs that are pre Android 7"

    That's interesting, but did you mean Crosswalk instead of Cordova there?

  • Hi Ashley, thanks for answering this.

    However the devices we're testing the game on are pretty recent (a Samsung Galaxy A3 2017, for instance, not the best Android phone out there but released just one year ago...). In addition, as told before the "renderer" expression from C2 still returns "webgl" when tested through Phonegap, and the HTML5test app runs the game fine, while using a webview...

    I also tested exporting the game in C2 targeting Android 4+ using Crosswalk and the frame rate seemed slightly better (~40 FPS instead of ~30).

  • I'm not using physics at all... Besides, that wouldn't explain why the game works nice on mobile browsers and not on Phonegap.

  • Hi everyone,

    I'm trying to export a game using Cordova and then build it with PhoneGap Build for Android.

    On Chrome and Firefox for Android, the game works nice, more than 50 FPS all the time.

    I also tested it through this app : https://play.google.com/store/apps/deta ... view&hl=en

    and it works nice too.

    However, when built with Phonegap Build the FPS fall to 30, so the game seems pretty laggy...

    I also remember building this app like 4 months ago, still through PhoneGap Build and it used to work like a charm.

    Also, the Construct 2 "renderer" expression always returns "webgl" whatever the method is (on browser, with the HTML5test app and after PhoneGap Build).

    This is probably not C2-related, but could there be any solution to this annoying problem? Maybe a Cordova update which broke something?

    Thanks in advance.

  • Hi everyone,

    I've tried the AirConsole plugin (downloaded yesterday from github), but it doesn't work with more than 1 player.

    I did the following :

    • exported the Pong example (HTML5, embed style), renamed "index.html" to "screen.html", added the provided "controller.html" file
    • ran my game from AirConsole (address looks like : http://www.airconsole.com/?http=1#http: ... e-game-is/) on Firefox
    • added 2 controllers one after the other (a phone and a tablet)

    The game and the 2 controllers display correctly and start running. Two player icons (one for each controller) appear on the AirConsole bar, on top of the game. The following messages appear on Firefox console (among some WebGL errors) : "WebRTC active for device_id 1" then "WebRTC active for device_id 2".

    However, only one player (the first who joined the game) can actually play and only the red paddle on the left appears. It seems like the "On device join" event only triggers once, no matter in which order the controllers join the game.

    I didn't modify any of the provided files, and I'm running Construct 2 r239.

    So how could I get this to work?

  • Same issue here with Windows 10 and NW.js 0.13.

    Gamepad worked perfectly in a computer which was running W7 before and then upgraded to W10. Maybe the X360 drivers are not updated when you upgrade from W7 to W10.

    On a laptop with a "fresh" W10 install, I had to install W7 drivers (thanks for the tip, zachstronaut !) to get the gamepads to run.

    This is really annoying as you can't ask a user to install W7 drivers if they're running W10. I hope this problem will be solved soon. I can't release my game with such a bug.

  • That's quite an evolution, great job

  • Yeah, for example I didn't want the player to touch a pixel while moving slightly to the right, and then being forced to move horizontally.

    I like having such intuitive control tweaks in games. For instance, in a platformer, jumping just right after falling from a platform or just before landing. Or in Pacman, moving the stick and change direction just before a turn

  • Actually, it only works if you didn't move any pixel when sliding into the first axis. If you slide enough to move a pixel, the slide axis is locked until you stop clicking.

    I added this to help players selecting and moving pixels with ease, especially with touch screens

  • Hi, thanks for this answer. How do you tkinh I cound improve the buttons? What didn't you like about them?

  • Thank you, I'm glad to learn it works well in Opera (only tested Chrome & Firefox).

    I'll be adding more levels soon, and also an account system so people can save their progress.

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Zoglu

Member since 13 May, 2009

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