Pode's Recent Forum Activity

  • RoSecco rexrainbow : on ipad/iphone (ios in general), the <video> can't work like that. In fact, if you want to launch a video, it's going to display in fullscreen, with the controls of the platform (meaning you can't style them, you can't autoplay the video, and you don't have any info about when it's finished).

  • At least, the cross-domain image source problem isn't one anymore on FF & Chrome, since they don't allow it anymore.

    The image buffer stealing problem can be stopped by filling the buffer with a pre-made texture, as large as the VRAM, initialised with random values, to prevent "old data" reading via a shader.

  • YEs, some of my plugin uses JQuery. There's still the possibility for a plugin dev to load it inside his plugin if it's needed, or ask the user of the plugin to copy it inside the exported directory if it's just a "static" link (something like "<script src='./jquery.js'>").

    We can also add it as a "dependency : jquery.js" inside the edittime.js

  • NRABrazil : getUserMedia() does only streaming, no file compression (and although gUM() is going to be supported on all browser, there's no mention anywhere in the HTML5 specification of any browser native MP3 or OGG compression !)

    About the plugin, I'm going to check for the bugs (hidding/showing the panel), and what you are talking about in your post.

    For the timeframe, I don't when I'll can do it, I think it's going to be before the end of next month, but I can't promise anything.

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  • NRABrazil : I need to do some changes to the plugin. The post you are linking to is talking about getsUserMedia(). For the moment, the microphone support is broken with it (it's only working on Chrome Canary if you want to use the audio stream for something else than sending it, and the user need to explicitly allows it by checking a flag in the Chrome options).

  • AIR doesn't run on the web. Also, AIR beats canvas 2D by a small enough margin that if the devices in question supported WebGL, I think Construct 2's WebGL renderer would beat AIR as well - on desktop WebGL gets at least double the performance of canvas 2D.

    Yes, on the pure animation side, the gap is closing.

  • Pode

    Did you know about Tizen and Firefox OS which use HTML5 as native language?

    Yeah, I know about them. The problem is that they don't work on actual platform, and they have a long way to go to provide native features access.

    Firefox OS is going to catch on mobile some time in the next few years, but no handset maker is going to have a prominent device with it, in the western world at least. Tizen is a great project, but nobody knows about it.

    Flash & AS have 15 years of headstart with various technologies related to VM and code optimization, and native hardware access. Javascript/HTML5 is catching on slowly, but nobody can say "Flash is dead", because business are still relying on it everydays.

  • Rory : AIR is flash for mobile. In fact, it's the (extended) Flash VM, as a binary, that work on desktop and mobile. You then write all your game/app in actionscript (flash) in the regular Flash editor, and export it to AIR.

    The exporter is going to bundle the VM with your binary, for your desired target.

    Edit : in fact, for lots of tasks, Actionscript will beat JS/HTML5, because of access to native features allowed to the VM, that aren't allowed for the Javascript runtime...

  • Contrejour : don't say to anybody in the industry that Flash is going that way, because they are going to laugh <img src="smileys/smiley2.gif" border="0" align="middle" />. You won't be able to run Flash from webpages on mobile configurations, but you can still code an entire app in Flash and export it to mobile. In the end, you still coded your app in Flash.

    Anyway, C2 & HTML5 is a good way to follow (always keep a maximum of open options for yourself !)

  • Schoening : Flash is still going to have a few years of headstart against Javascript, and is going to do things on mobile that aren't allowed for Javascript (for example, on iOS a Flash app can access microphone/camera, and so on...).

    The good thing is that any app coded today in Javascript is going to benefit from any advances on JS engines made in the future.

    And we'll get Ahead Of Time compilation baked in the browsers JS engine soon, it's the natural move.

  • Contrejour : you can develop games/app in Flash that are going to be used "as is" on iOS/Android/Desktop without thinking about it. In fact, your game/app is going to be exported as an "AIR" app (the Adobe "wrapper" to have an ActionScript VM - the langage used in Flash - work everywhere).

    If you want to create Flash-compatible games, there's Stencyl. It's also working on iOS.

    The great thing with Construct2 is that it's, basically, exporting a website. Any device with HTML capabilities is going to display. The performances are another thing, added on top of that (an 3DS isn't going to display an HTML5 game properly, while any smartphone will do...)

  • vikerman : great job ! I was thinking about it myself, but didn't know what road to take : 1) add WebGL shader support to Ejecta, or 2) create a PhoneGap plugin with calls to OpenGLES effects on images (UIView and images in fact). I started to work on the PhoneGap-plugin side, but your work seems very useful from a game viewpoint !

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Pode

Member since 3 Sep, 2011

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