Pode's Recent Forum Activity

  • curtischan : can you provide a screenshot of the problem ?

  • , : if I understand well your question, on the same Sprite you can inject different base64 string one after the other (provided you saved them before in their own var, of course).

  • sqiddster : for those using C2 to create webapps, and not only games, IE7 support can be useful (since a lot of companies still use it).

  • AS Mipey and rexrainbow suggested, the possibility to add our own window at edittime for the plugins could be great (allowing more refined control of the plugins). If it's not possible, at least some control of what we can draw on the IDE' screen (perhaps loading our own images, or allowing to paste images stored as base64 strings inside the edittime.js).

    If all that isn't possible, is there a possibility to add one of our own binaries in the toolchain ? (For example, at export time, having the capacity to launch a binary coded by one of the plugin dev, to have a pass on the generated files).

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  • newt : OGG is for FF/Opera, because they don't support MP3. Chrome & Safari support both OGG & MP3.

    Everybody can play WAV.

  • aridale : if you want, in the next build, I can add an option to preserve the transparency.

  • Edit : July - 29. New version : v1.1. Various enhancement, to be used with the Mic plugin: https://dl.dropbox.com/u/1412774/MicrophoneC2Demo2/pode_audio_base64.1.1.zip

    Still working on a client's problem, I needed the ability to load base64 audio strings. Since the "Audio" plugin from C2 doesn't allow the use of them, I created this plugin.

    <img src="http://dl.dropbox.com/u/1412774/Base64AudioDemo/demo.png" border="0">

    (The screenshot isn't very useful, for that kind of plugin <img src="smileys/smiley2.gif" border="0" align="middle">).

    You can use base64 strings for audio files, namely OGG, MP3, and WAV (it's possible, but please don't use WAV, because the file are enormous, and prone to crash the browser...).

    Since Firefox can't play mp3 files, neither Opera, don't forget to provide MP3 and OGG version of your audio. If not, when you play() the file, you are only going to hear sound in Chrome...

    The demo : http://dl.dropbox.com/u/1412774/Base64AudioDemo/index.html (the sounds are from me snapping my fingers...)

    The plugin : http://dl.dropbox.com/u/1412774/Base64AudioDemo/pode_audio_base64.1.0.zip

    The demo : http://dl.dropbox.com/u/1412774/Base64AudioDemo/Base64AudioDemo.capx

    Ashley : is it possible to add to your todo-list the use of base64 audio with the "classical" audio plugin ? (I'll then deprecate this one).

  • I didn't tried it, but you can have an out-of-view textbox, inside the iframe (but out of the viewport). If that widget has the focus, then the focus is given to the iframe enclosing it.

  • birdlantern : you can use Construct2 to design your application. Install then flosc on a machine somewhere. Back to your Construct2 app, you can add a plugin that deals with the Flash => flosc part.

    That plugin (that somebody needs to code) is going to simply do a Javascript call to the Flash applet (since by using ExternalInterface(), Flash and JS can communicate inside the same web page). That Flash applet is then going to have discussion with flosc, and is going to give that information back to the Javascript plugin. Your Construct2 app can then display that info.

    The plugin I'm finishing, having no relation with yours, is doing exactly that JS<->Flash part. When it's done and uploaded here, I can explain to somebody (maybe you) how to replicate that same kind of functionnality.

    If nobody can tackle it, I can do it, but I can't do it now, because of my work...

  • Added Div plugin to the first post.

  • Because of Javascript security restriction, there is no way to trigger manually, from the code, the F11 button.

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Pode

Member since 3 Sep, 2011

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