Pode's Recent Forum Activity

  • Something I saw : when you play a mp3 with the ipod widget in background, you can play sound SFX on top of that when using an audio sprite. So, for the when, if you want background music, you need to provide audio on a different link, let the player add it to his library, start it, and play the game...

    There's also a plugin for Phonegap that allows to use native calls to load and play audio (transparently). I need to find back the URL for that plugin...

  • Yann: can you use the .toDataURL() to do what you want with layers ?

    With that function, you can retrieve what's on C2's canvas, get it inside a png, and paste the png inside R0j0's canvas...

  • The problem with node.js, is that you need to run it as a server. Since webbrowsers are considered as client only (for security reasons), you need to find a way to provide an executable version of the nodejs binary to your user.

    On FF, you can use something like POW (an extension plugging a webserver inside FF), on Opera, there's Unite, which has his own limitations, but I don't think there are something available natively for the other browsers...

  • I haven't tested it for the moment, but isn't it possible to let C2 use dummy PNG files when you are working with it, and then, when exporting the final project, you switch the png file with your jpeg files. You can rename your png files and give them the name of the png files. For example, FF is intelligent enough to load and display an image with the wrong extension, because the image lib is reading the magic number at the beginning of the file.

    It's quick and dirty, but it should work..

  • mrsponkie: I was too quick in my answer. I was explaining the idea that you can create a project with Xcode, the IDE used to make iOS project. Inside that, you can use a Webview to load your exported game.

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  • era: you can embed your index.html, C2's JS framework, the media and images folders inside a UIWebView shell, and sell that on the AppStore.

  • l33twash0r: a quick solution is to create several projects, with everyone of them containing only one part of the whole game. You then export them in different folders. By using the CallJS plugin, or Browser plugin, you then set some rules to go to another URL when a condition is met (leaving a world, passing a door...). Of course, that new URL is the one going to another exported part of your game.

    You perhaps need to change the logo.png in each of those directories with a picture or something explaining to the user he isn't leaving the game, just going in another part of it.

  • zenox98 & Ashley: ok. Since I have glitches, it certainly comes from the opengl configuration, then. Thanks !

  • zenox98: i was talking about the editor itself, not the game framework.

    harrio: even with vbox, you need a licence for Windows.

  • dagda825 : interesting ! I couldn't make Wine to run C2 on my macbook. I'm using Virtualbox + WinXP, and the system isn't working for me for C2. In fact, when I run C2, the software is opened, but I can't open any menu, and I have some graphic glitches. I think it's related to the way Construct2 uses DirectX and the fact that on a virtualised system, the 3D subsystem isn't on par...

  • kiyoshi: I don't quite understand what you mean by "the loading method". What is your problem exactly ? If I understand it well, I can try to change that to make it work for you.

  • kiyoshi: for fonts, you can use the webfont plugin.

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Pode

Member since 3 Sep, 2011

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