Pode's Recent Forum Activity

  • bjadams : I'm sorry, I tried to reproduce your bug, and everything was working. What build of Chrome are you using ? Canary ?

    I have updated the first post with a new build. Can you check if you still have the bug ?

    If it's still not working for your case, you can also extract the image with my "Extract as base64" plugin, save it in a var, do all you want to do with the effects, and reinject the saved string if you want to revert everything. It's not straightforward, but it works.

    All : I have updated the first post with a new build : new effects !

    Kyatric : is it possible to change the name of this plugin in the plugin list to reflect the new function (it's now doing Text & Effects, and not only Text as before). Thanks !

  • puoidirloatutti : I don't really understand what you want. Can you reformulate it ?

  • Val : any mic connected to the machine will be picked by the Flash code.

  • Metal_X : I made the two plugin Kyatric kindly mentionned.

    The base64 string thing is really old, as old as the web (older, in fact, since it was made to allow people exchange binary files over mail, which allowed only text at that time...).

    The idea is very simple : every byte of a file on a computer is a number between 0 and 255. However, when you want to represent a character in a text files, there are less letters in the alphabet and the punctuation thatn 255. In fact, the characters are numbered from 33 to 126 ('M' is 77 for example).

    So the base64 algorithm is simple : when you encounter a byte from the file, you represent it with one or more character (i.e. the byte '34' would be 'AG', the byte 201 would be '=/' and so on. It's not the real mapping, it's there to illustrate <img src="smileys/smiley2.gif" border="0" align="middle" />).

    If you do that for the whole image file, you have the whole sequence of byte (each one ranging from 0 to 255) converted in a printable character sequence (each one covering 32 to 126 hence the 64 in base64).

    You are going to object "Hey, if for each byte, you convert it to two or more letters, the representation in base64 is longer than in bytes !". That's true. base64 add around 33% overhead to the file size. That's the price to pay to be sure that the base64 string is always going to be readable, no matter what language the user is using on is machine (old 7 bits english ASCII, 8 bits european with '�','�','�', letters, complex tables with ideographic characters in Asia, etc...). At least you are sure that those 64 characters are the same everywhere.

    Since it's so old, browser can naturally handle those base64 string. You can specify directly a base64 string as an image source, and the browser will display it happily (that's what my behaviors are doing).

    Since it's a string, you can easily store it as text directly in localStorage, WebDB, send it over WebSocket and all...

    With one of my behavior, you can extract the base64 string of an image. Since a few builds, you can enter that string directly as an URL in a Sprite, Ashley added the code to the Sprite object.

    Everything you store in localStorage is going to be cached forever (at least for a long time, the decay is different for each browser, but at least 9999 days or the like <img src="smileys/smiley2.gif" border="0" align="middle" />). It's not true on mobile (oh, surprise !), because the system can decide that "the phone is full, I need to do some space !" (especially true on iOS).

    If you want to lighten the download for your client, you can store the images in localStorage. You need however to have a system to check the image version when you are going to add new card to your game ("is the card I'm introducing newer thatn the one cached in localStorage ?")

  • 2. My business relies on games and app made with C2.

  • Updated first post, with the possibility of a base64 string dump for the SVG canvas. (Nudge chrisbrobs <img src="smileys/smiley2.gif" border="0" align="middle" />).

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The "noise/grain" is intrinsic to Path Tracing. The way it works also means its really great for static images, for print (as an example), but it's non-usable for realtime graphics like a game (too taxing for the GPU, and furthermore, the image is never 'finished').

  • Sheepy : I'm on holidays, so I can't post it this week, but when I'm home I'll post it here.

  • Fimbul : not for the moment, since you need to do an Ajax get/post to a TCP socket, and browser can't open them.

    However, you can send the base64 string via WebSockets.

    (I'm also planning to do something with Flash P2P).

  • JohnnySix : if I have the time, I'll add the frequencies separation in the Flash code (in JS, it would be too slow for the moment, without a native FFT).

    Sheepy : in the next build, I'm going to add a "microphone level" property, to let people use the microphone like in Zelda, like you describe.

    It should work in mobile browsers supporting Flash, but I think that means only Android now. Since I don't have a Android device, people need to test and tell me.

  • Ubivis : you can, for example, let a player speak his name in front of the mic, and add it to his profile <img src="smileys/smiley2.gif" border="0" align="middle" />.

  • Joannesalfa : I didn't played Mage Gauntlet on iOS, but it's known for that kind of mechanism (perhaps you played it yourself, and it's given you the idea ? <img src="smileys/smiley2.gif" border="0" align="middle" />).

    I would do it like that :

    • every X milliseconds, set a "Starting Point" var as the current (Touch.X, Touch.Y)
    • X milliseconds, check the new (Touch.X1, Touch.Y1)
    • do a check :

    IF ((X1-X) > threshold, (X1-X) > 0, AND (Y1-Y) < variationOnAxis),

    THEN Move 10 pixels to the right.

    IF ((X1-X) < threshold, (X1-X) < 0, AND (Y1-Y) < variationOnAxis),

    THEN Move 10 pixels to the left.

    IF ((X1-X) < variationOnAxis, AND (Y1-Y) > threshold, (Y1-X) > 0),

    THEN Move 10 pixels to the bottom.

    IF ((X1-X) < variationOnAxis, AND (Y1-Y) < threshold, (Y1-X) < 0),

    THEN Move 10 pixels to the top.

    The idea is to 1) set a variation on the vertical or horizontal axis that allows the player to draw lines that aren't "exactly" vertical or horizontal, and 2) check if his finger has moved farther than a pre-determined threshold in one of those direction.

Pode's avatar

Pode

Member since 3 Sep, 2011

Twitter
Pode has 11 followers

Trophy Case

  • 13-Year Club
  • Email Verified

Progress

14/44
How to earn trophies