nemo's Recent Forum Activity

  • I would find it useful to be able to use same image paths for different objects. Most of the time I would need this for spritefont plugin and when I anchor something to the left and a clone object to the right. I also often use invisible objects to control things and these are usually 32x32 red or black boxes. After I export I have lot of useless cpies of my images. With some effort I think I could manually change them in offline.appcache.

  • http://www.opera.com/developer/tools/mobile/

    It won't let you tilt it, but should be fast to test your game if you copy the address: localhost:50000/ into this, after trying your game with your normal construct test browser (Chrome?).

    So far for me this is the only emulator that can simulate the touch properly.

    All the others are using the mouse and allow even mouse scroll to be used.

  • I have this habbit of deleting all my non collisionsprites masks in to a three pointed colllison masks. Does this improve the performance?

    Or what if I would have 100-points collision mask, but never use the collision in it?

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  • Another one is Logicking :

    http://logicking.com/index.php?page=html5

    Looks decent but C2 still rulezz them all

    The speed that their HTML5 game's currently have is actually really impressive.

    I'm definitely going to follow this one and see if it would fit my purposes better for now.

    They also say:

    Game porting to Android and iOS as native apps with hardware acceleration support for render and physics calculations.

    My biggest issues currently with construct2 are multi touch, speed and the lack of custom loading.

  • Well, Kyatric already summoned Ashley in here, so I think he knows more about this. Who knows, maybe it's April Fool's joke... <img src="smileys/smiley17.gif" border="0" align="middle" />

    ---

    Edit

    ---

    seems to be working now.

  • Wow. This looks really good and useful. I always thought you lucid were doing some small scale hobby project for some Construct Classic game. I guess I was wrong <img src="smileys/smiley1.gif" border="0" align="middle" />. All I can say is good job and good luck.

  • Might try Googling it.

    Like this?

    urbandictionary.com/define.php

    ---

    "The noise that the Swedish Chef from the Muppets makes.

    Bork Bork Bork Bork!

    • The Swedish Chef from the Muppets"
  • CocoonJS doesn't currently support Construct2.

    As I understand the instructions:

    1. Delete the index HTML-file.

    2. In that HTML-file, there was a command to create canvas, so this should be now executed from the *js file with a command new Canvas();.

    There should be only one *js file and all the java code should be in that one file.

    3. There should be no folders, so this means that all the music, *js and *png or *jpg images should be together.

    4. Select all files and create a zip.package(*zip) with winzip or winrar.

  • I really want to test this and see if this is the long waited cure for construct 2 games. <img src="smileys/smiley41.gif" border="0" align="middle" />

  • > Which demos are you talking about? Space blaster is the only one I know of which gives an indication of a real game simulation...

    Maybe this one:

    Subscribe to Construct videos now

    Wow, that was looking good <img src="smileys/smiley1.gif" border="0" align="middle"> . I guess that was with the help of WebGL... I hope it's also capable of running some complicated code.

    Lately I've been trying my best to create something cool and easy for my android tablet, but currently Phonegap and AppMobi are just too slow.

    Now that Flash is slowly committing suicide with their "fees that will make people come up with fresh innovative ideas" as they say, HTML5 only needs to get alot faster and then it's done.

  • Because I use Windows Vista, Construct 2 won't convert my wav files into aac-format automaticly. It will convert my wav-files to ogg and keep the original wav-files... Now this is OK, i've done this many times before, just imported my aac-files manually.

    After I updated to v.84(32bit) It won't import all of my aac-files.

    <img src="http://dl.dropbox.com/u/53898431/Junk/ACC_Bug.jpg" border="0" />

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nemo

Member since 23 Sep, 2010

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