nemo's Recent Forum Activity

  • The most negative feedback I've received from my CocoonJS games has been about the long loading time at the beginning with that CocoonJS splash. People are just asking why does it take so long for the game to load and what does this mean Powered by CocoonJS? I would be more than happy to get rid of it and even willing to display CocoonJS ad in my game with a link. That splash is just too ugly and doesn't go well with anything. Could there at least be more options for how it looks, so we could choose the one that goes with the rest of the game style? The "Powered by Unity" logo actually looks good, neutral and doesn't actually bother me. There's even ways to customize it to fit your projects.

  • I just love creating own event sheets for stuff that requires lot of code and I use functions for the smaller stuff. I usually create level event sheet like Level_1_Code that's empty. I will then choose from my library of event sheets what that level requires, like Timer_Code, Night_Code, Rain_Code, Fog_Code. To me it's easier to find and modify things that I can easily locate with obvious names.

  • I think that any project that uses physics in r127 will be missing the c2runtime.js or CocoonJsRuntime.js -files, if minify script is turned on when exporting.

  • I think this is the same problem reported in here http://www.scirra.com/forum/topic66982.html. Projects with physics minified are missing something for Node Webkit and CocoonJS exports.

  • Link to .capx file (required!):

    Click new in Construct 2 and choose any example or template

    Steps to reproduce:

    1. Export any of your r127 projects to CocoonJS.

    2. Start your project in CocoonJS launcher with debugging enabled.

    3. Look at the error message.

    Observed result:

    JavaScript Exception (Line: 1734 File: '1489040432'): ReferenceError: Can't find variable: createCocoonJSRuntime

    Expected result:

    Game loading and starting as in r126

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Construct 2 version:

        r127

    I would really like to have the same 3D support as we had in Construct Classic, still keeping everything in 2D. I would love to color code different groups, areas or just comments in the editor, just like in my music software. For debugger it would be good to know what parts of my code are the heaviest and taking the most time to execute.

  • I cold possibly create my own animation tool just to record normal x,y,angle coordinates, save them and then execute in my games.

  • Does anyone know if Spriter can export to CocoonJS?

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  • With my recent tests with two laptops it seems that simply updating directX fixes everything with my game. Framerate went from 15 to constant 60.

  • I always loved how construct classic supported 3D and helped me to create lot of things that aren't possible in c2 right now. For example I used to create noise and depth to my rock materials. I also had some background props created in 3D that could never been created in 2D. I hope that Construct 2 will support 3D in the same way as CC did, only being less buggy.

  • I would also like to know if we are still able to find her. I got the first clue, but I can't get any further.

  • lucid

    Perfect. Your update to Sprite C2 plugin fixed the weird animation blinking issue I was having. I think that 3D Studio Max has quite good interface for animating. You can toggle autokey on, and then anything you move will create a key frame. You can also create keyframes manually when you want. In spriter I can't move anything without creating a keyframe. I would like to reposition my whole character at the middle of the cross, so that it would rotate correctly in my game.

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nemo

Member since 23 Sep, 2010

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