Pode's Recent Forum Activity

  • 0plus1: distortion meshes and things like that can, in fact, be implemented with WebGL, because in the end it's a calculation over a shader.

  • smitchell : no, because the WebKit build of Safari on iOS disable lots of things. But if you use PhoneGap, you can bypass that problem...

  • Update : v1.1 <font color="red">22/10/2012</font> : possibility to save images.

    You can now save Image on disk ! You provide a base64 string of the image, and you can save it ondisk.

    As an example, I'm taking a snapshot from the webcam, and saving the image :

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

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

    The plugin : https://dl.dropbox.com/u/1412774/SaveImageDemo/pode_filesaver.1.1.zip

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

    ___________________________________________________

    Something long waited for : the possibility to save files on local filesystem !

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

    I used the FileSaver.js shim to make the plugin works crossplatform (https://github.com/eligrey/FileSaver.js). It should works with relatively new browser, but not necessarily cutting edge.

    For the browsers that don't implement yet the FileSystem HTML5 API, the plugin at least open a new window with the right url set (base64, xml, and so on) to let you do a "right-click | Save as"...

    For the moment, you can save text file and HTML strings as html files.

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

    The plugin : http://dl.dropbox.com/u/1412774/FileSaveDemo/pode_filesaver.0.1.zip

    Planned for next version : save images and save binary blobs...

    Edit : cleaned a bit my botched english...

  • rexrainbow : melonJS is MIT licensed, which is not very restrictive (one of the thing you can't do is restrict the rights of people using what's under the license, so you can go ! <img src="smileys/smiley2.gif" border="0" align="middle" />

  • edisone : wouhou, at least one answer !

    I'm planning to add that possibility at edittime too...

  • A quick information for plugin makers (since I have other plugins in the cooking) : for those who want to add a TMX plugin, you can use code from MelonJS (https://github.com/obiot/melonJS/tree/master/src/level)

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  • Thanks to chrisbrobs for the tutorial on the plugin ! When I'm done with the FileSaver plugin, I'm going to be back at the HTML pack, to add more functionalities...

  • After a discussion with Kyatric on IRC, here's a new plugin : UITemplates.

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

    Do you miss the various "Layout" objects from Java/SWING, allowing you to have a "bag" in which you throw some widgets, and the "Layout" object arranges everything onscreen for you (you can have GridLayout, a FlowLayout, and a lot of other elastic Layouts).

    This plugin is there to do the same. I renamed the whole thing "Templates", to avoid confusions with C2's layouts.

    For the beginning, there's only GridTemplate. You can specify a number of rows/columns, the inner padding in pixels from the border, and at widgets.

    Currently, it only works with objects added at runtime (I still need to understand how to add objects create at editime without breaking everythin). It doesn't work also with HTML objects (Button, TextBox, HTML_Div, etc..), because those are using CSS to style themselves.

    The demo : http://dl.dropbox.com/u/1412774/UITemplate/index.html

    The plugin : http://dl.dropbox.com/u/1412774/UITemplate/pode_UITemplates.0.1.zip

    As always, Critics&Comments are welcomed !

    Edit : I forgot to say it, but : thanks a lot to (French)Yann for is ]sliders example code ! <img src="smileys/smiley2.gif" border="0" align="middle">

  • DalekAddison : you just provide the URL of the image.

  • In fact, using JS and HTML with C2 is already some kind of "live preview". When you create games or apps with "traditionnal" frameworks (usually some mix of native code : C++/C/ObjC or Java), you code, you compile & link. Then you launch your binary. It crashes, you debug and fix it, and you go back to step 1. That kind of workflow is squeezed with C2.

  • That project isn't going to help. libPD is a set of native code (when C2 works only with JS code), and WebPD is using the Moziall Firefox Audio Data API, which isn't available anywhere else.

  • Nice plugin !

    (And you are very fast to integrate all this in a nice package, you know ! <img src="smileys/smiley1.gif" border="0" align="middle" />)

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Pode

Member since 3 Sep, 2011

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