Pode's Recent Forum Activity

  • chrisbrobs : you can check that plugin, for dragging and dropping images : http://www.scirra.com/forum/topic58578_post360841.html#360841

    Schoening ArcadEd : I'll add that in the new release.

  • I have posted in the dev zone a plugin to add a "Drag'n'drop" zone to your game : http://www.scirra.com/forum/topic58578_post360841.html#360841

    With that, you can add a zone inside your game where your user can drag an image from outside the browser, or a saved text, and use it inside your game (think avatar customisation, or textual map).

  • HEre's a plugin that leverage the possibility for browser to handle the drag'n'drop of a file from outside the browser, inside the page.

    <img src="https://dl.dropbox.com/u/1412774/DragNDropZoneDemo/demo.png" border="0">

    With that plugin, you can drag Images in your game, and get back a base64 string, that you can load in any Sprite. Therefore, your user can customize an avatar with dragging one of his image inside the game, for example !

    All the image format currently supported by the browser are supported by the plugin. (Don't forget to catch the "On Image Loaded" event, the image can be laoded by the browser some time after the end of the "On drop" event).

    You can also load some text file, and handle the result as a classic text string. File format are plain txt,html/htm,xml, and SVG (viewed as an XML, not an image, here !)

    If you set the zone as "invisible", you can't drag any new file until you set the zone "visible" back again.

    In the example .capx, I also show how to handle wrong a filetype dragged over a drag'n'drop zone (for example an image on a text drag'n'drop zone).

    At the edit time, you need to set if you want your zone to access image files, or text files. In the future, I'll add support for more varied file type.

    You can also specify a CSS string for the styling.

    The demo : https://dl.dropbox.com/u/1412774/DragNDropZoneDemo/index.html

    The plugin : https://dl.dropbox.com/u/1412774/DragNDropZoneDemo/pode_dragndrop_zone.1.0.zip

    The .capx : https://dl.dropbox.com/u/1412774/DragNDropZoneDemo/DragNDropZoneDemo.capx

  • harrisyu rexrainbow : the solution is to use the plugin for <img>, and give it a z-index above the video.

    Edit : by the way, it's going to be slow, because the CPU/GPU pair doesn't like to composite an immutable DOM object over a changing one (the video).

  • palisade : I'm planning an update to the SVG plugin.

    There's still a problem : when rendering a SVG file to the <canvas> tag, evetyhing works fine with FF (I can do a toDataURL() after that), but Chrome has a browser-wide bug that marks the canvas as tainted when drawing a SVG file to the canvas.

    So, since I can't draw SVG vector as classic Sprite objects, I draw that as an overlayed <div>, above everything. That's why I can't respect the layout order. As soons as the webkit bug is closed, I'll change the way it works.

    I'll update the plugin with some accessor at that time.

    dezigns333 : I don't really understand what you want to do with SVG Edit. Can you provide an exemple ?

  • I created a new plugin that let user do some Procedural Texture Generation, need for example when you want to create Cloud textures or Grass texture.

    Some of the generated textures :

    <img src="https://dl.dropbox.com/u/1412774/ChromaninTexGenDemo/tiles.png" border="0">

    Here's the demo : https://dl.dropbox.com/u/1412774/ChromaninTexGenDemo/index.html

    The original thread is here : http://www.scirra.com/forum/topic57975_post359130.html

    It's a port of the original code of Chromanin.js : http://amsqr.github.com/chromanin.js/texgen.html

    You can check the original page of the creator of the lib, to see what kind of functions are available : http://amsqr.github.com/chromanin.js/editor.html

    And by the way, you can copy/paste any code originally made for Chromanin into that plugin, and it's going to be executed without any modification ! (while still keeping a minified code, so faster execution time, and less memory footprint <img src="smileys/smiley2.gif" border="0" align="middle">

  • Edit : update v1.1! (small bugfixes, access to intermediate layers and new demo).

    With this update, you can access the various layer used to create the final effect.

    You can check the edited demo.

    HEre's a screenshot showing you how to create a cloud texture, for example :

    <img src="https://dl.dropbox.com/u/1412774/ChromaninTexGenDemo/clouds.png" border="0">

    The demo : https://dl.dropbox.com/u/1412774/ChromaninTexGenDemoEditor/index.html

    The plugin : https://dl.dropbox.com/u/1412774/ChromaninTexGenDemo/pode_chromanin.1.1.zip

    The .capx : https://dl.dropbox.com/u/1412774/ChromaninTexGenDemo/ChromaninTexGenDemoEditor.capx

    ________________________

    Here's a plugin that let you create procedural texture (think Perlin noise, eroding layers, cell machines and all that <img src="smileys/smiley2.gif" border="0" align="middle">)

    <img src="https://dl.dropbox.com/u/1412774/ChromaninTexGenDemo/demo.png" border="0">

    All the following textures where produced by the plugin :

    <img src="https://dl.dropbox.com/u/1412774/ChromaninTexGenDemo/tiles.png" border="0">

    It is a port of Chromanin.js for C2 (http://amsqr.github.com/chromanin.js/texgen.html)

    I modified the code a bit to let it works under "strict" mode, and do some operations faster. If you spot a bug, don't hesitate to post it here !

    The texture are created procedurally, with bit of scripting.

    As in the linked example page, you need to specify what you want to do.

    For example, the following lines produce the tiles red carpet of the first screenshot :

    ch = new Chromanin(256,'canvas1');

    ch.initlayers(256,256);

    ch.colorLayer(0,255,0,0);

    ch.cellMachine(1,1234,99);

    ch.kaleidLayer(1,1,1);

    ch.tileLayer(1,1);

    ch.tileLayer(1,1);

    ch.tileLayer(1,1);

    ch.addLayers(0,1,4,1,1);

    ch.writeCanvas();

    As you can see, you can copy-paste scripts straight from the original Chromanin, and they work !

    For the first line of each script, you need to keep

    ch = new Chromanin(XXX,'YYY');,

    but for XXX you can enter any size, my code will discard it, as well as the YYY name. You just need to set the size of your texture first via the "Set Texture size" function call in Construct2.

    (Working that way allow you to copy/paste scripts made by others without thinking about it too much).

    When the script has finished rendering the texture, you can grab it as a base64 image string, and Load it inside a regular Sprite.

    If you want to use some procedural texture (coulds, grass...) in your game, the best would be to generate them during the loading of the game.

    If you want to know all the possibilities, you can go to the original editor page : http://amsqr.github.com/chromanin.js/editor.html

    The demo : https://dl.dropbox.com/u/1412774/ChromaninTexGenDemo/index.html

    The plugin : https://dl.dropbox.com/u/1412774/ChromaninTexGenDemo/pode_chromanin.1.0.zip

    The .capx : https://dl.dropbox.com/u/1412774/ChromaninTexGenDemo/ChromaninTexGenDemo.capx

    <img src="https://dl.dropbox.com/u/1412774/ChromaninTexGenDemo/qrcode.png" border="0">

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  • msv0001 : strange, I don't have that bug. Can you provide the .capx ?

    arcalaus : I see what you want to do. I need to add a function to the plugin to do that (substract or XOR).

    inkBot : since everything is calculated in JS (no WebGL shader), when the size is too big (1024� seems a bit heavy), and if your machine isn't ultra-recent, if think the calculation is going to be killed byt the browser after some time. NEver had any problem with texture of 512� and under.

    LittleStain : it's a bug in the display in the IDE, it's working when you run it, (at least it should).

  • vandinz xyboox : I defended my computer science PhD last week, so I'm slowly catching up my work <img src="smileys/smiley2.gif" border="0" align="middle" />.

    Anyway, I'm planning to give that plugin that update in the next weeks or so, but other plugins also needs updates, so I'll try to do it soon.

  • jcberrincha : no, you need to take a screenshot (even if it's in the background).

    All the decoders are doing it like that. You can take a snapshot every 0.X seconds, and provide it to the decoder, doing it in the background if you want.

  • I just posted a new plugin in the dev section : QR Code Decoder.

    <img src="https://dl.dropbox.com/u/1412774/QRDecodeDemo/demo.png" border="0">

    Everything is done in javascript, client side !

    The demo is here : https://dl.dropbox.com/u/1412774/QRDecodeDemo/index.html

  • JohnnySheffield : thanks a lot ! It's nice to know that people like my plugins <img src="smileys/smiley2.gif" border="0" align="middle" />.

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Pode

Member since 3 Sep, 2011

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