Pode's Recent Forum Activity

  • You can also put a screenshot of your code on imgur, and link the image.

  • chrisbrobs : the article aren't related directly to the problem (since I up everything to the Public folder of my Dropbox account, I'm always sure it's not a cross-domain issue). But the links are interesting. I stumbled upon a active Blob demo which was impressive ! ;)

  • By the way, something I'm not sure : when you create dynamically a new Image () (var imgTmp = new Image()), and you want the onload() function to fire, do you have something specific to do (apart from this.runtime.redraw = true) ? (because it doesn't fire under Chrome).

  • You can check in my Postmortem thread, I made a game using that idea.

    You need to use R0j0hound's Canvas plugin. Put a Sprite behind it.

    Create a Sprite (for example a black Circle), and paste it at Mouse(X,Y), with the effect "Destination out", to create some hole through which you can see your scenery behind.

  • For the flip effect, you can wait for the arrival of WebGL shaders, or use a plain animated Sprite with the "flipping" effect. The problem, for the moment, is that there is no way to paste your current page on the flipping animation.

    I'm planning to release a plugin to add CSS 3d transform to div/iframe, but I need to check with JesseJoh first if he can add my work to his plugin...

  • It's easy to do it now.

    You just have to edit the index.html file ;).

  • Hackish way : a Circle Sprite, pinned via the Behavior to the object you want to have a circular collision mask. You then check collisions on that Sprite.

  • Ashley: the image source is from the same domain (in the exported image folder). I don't think it's a CORS related problem, since it works with Firefox.

    ARe you planning to add the possibility to load custom shaders, or the shaders are going to be prebuilt ?

  • Phonegap has native audio plugin for iOS & Android if you need them (you need to add them in the directory, though).

    By the way, PhoneGap is free also, even if Adobe bought PhoneGap, there's still open licences that it needs to respect.

    If you want audio with PhoneGap, edit the index.html, and add a <script> which preloads all audio. You can then call the script from inside C2 with the CallJS plugin. Problem solved ;)

  • I have a very puzzling issue...

    Since the 2d canvas is too slow to make whole screen realtime pixels shaders, I decided to create a plugin for that, which uses WebGL.

    Searching across the web, there's only one lib doing that for the moment : glfx.js

    <img src="http://i.imgur.com/pmKUv.png" border="0" />

    I tried to integrate it inside a C2 plugin.

    The idea is simple : retrieve an image from an <img> tag, pass it as a texture to a "webgl-experimental" <canvas>, applu shader on it, display back the <canvas>.

    I manage to draw a Sprite on C2's canvas, extract it to write it in an <img> tag inside the index.html DOM (that tag is going to have "visibility:hidden" set in the future, when everything is bug-free).

    glfx.js then load that <img> in his webglcanvas, and apply on it a sepia shader (to start with something).

    I then retrieve the content of that <canva> via toDataURL() (in a base64 string), set that string as the .src for a new Image(), and draw that back inside C2's canvas (with ctx.drawImage()).

    Here's the good news : it works perfectly in Firefox, as you can see on the top screenshot. But it fails badly in Chrome (same problem for Safari), so I suppose it's a Webkit-wide problem.

    I went to #webgl, on freenode, and nobody heard about that problem.

    I change the glfx.js source to set "preserveDrawingBuffer" at true.

    I scoured the two buglists (chromium & webkit), there's nothing on it.

    I didn't even find a demo on the web about that chain of event (namely img -> webglcanvas -> toDataURL - > drawImage(2dcanvas)).

    So if somebody has an idea, or has already encountered that bug, don't hesitate !

  • : be careful with anything timed as less than 100 milliseconds (0.1 seconds). For example, on Windows (XP but still somewhat true on 7), it's impossible for the OS to ensure that something will happened in less than 100 milliseconds, everytime (apart from the refresh GUI loop for the graphic card). It's an "at best" procedure. So, when the OS can't certify that, with C/C++ code, I'm not sure you can enforce that on JS interpreted code, running in a webbrowser...

    So remember that when setting timeouts for flashing.

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  • SoldjahBoy: "Not all children are derranged maniacs"

    Are you sure ? ;)

    Urled: The game were made following the client rules. I was relatively free inside the fences he put, but it the end, that's still him who pays (as for every job, client is king, so...)

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Pode

Member since 3 Sep, 2011

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