Pode's Recent Forum Activity

  • Wenaptic,: Yes, for the moment, it's the way to go.

  • ssusnic: yes, I saw that. The cache manifest doesn't work for audio files in iOS (yay for web standards supports !) You should find a workaround by using webstorage. I don't know if it's easy to store binary audio file as large, but you can use base64 as a workaround (!) (that is strange that some browsers choke on big binary media files, but they can manipulate it more easily in text form, but hey, it's like that...)

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  • In HTML5, it's only possible to do that with a server between the two. And there is no universal way to let a browser also be a webserver. So you need to develop the server side with another tool.

  • Nickydude: if you don't want to use the targets, you need to use an array to store the tiles.

  • You can open the c2runtime.js, and with a text editor, replace the "ogg" string by an "mp3" string. Providing you have the mp3 files in the same folder (with you rogg file), and if the mp3 files ahave the same name (apart from the extension, naturaylly), the framework is going to load your mp3.

  • - Refresh options for a sprite - Seldom I find myself changing a sprite image/file and than have to find the sprite specific frame and upload the image again. A simple "refresh graphics" option will make life better

    +1000 !

    It's a (little) waste of time when you design a Sprite, insert it in the game, and see in the previous windows that you forgot to color a couple of pixels or add the transparency color... An option to automatically reload the Sprite would be great.

  • kiyoshi: it's not possible with C2 for the moment (at least not the way C2's core is implemented).

    And, for everyone that needs that information : the text is still selectable (great in some cases, not great in other cases). But, since it's generated dynamically, I'm not sure that robot crawlers and accessibility devices are going to play well with that !

  • My bad ! I'm an airhead... The link is up in the original post, now...

  • A quick notice : since the Webfont aren't part of the C2's canvas per se, you can't rotate them (or apply any filter as well) inside C2. You need to specify them inside the css. Don't forget your browser vendor specific prefix !

    (For example, to rotate text 67? :

    -webkit-transform: rotate(-67deg);

    -moz-transform: rotate(-67deg);     

    And with a picture :

    <img src="http://dl.dropbox.com/u/1412774/WebFontC2Plugin/demo2.png" border="0" />

  • Noga: very nice feeling, you gave to your prototype !

  • Not to mention the fact that ImpactJS doesn't implement all of the HTML5/JSCSS3 spec, since it needs to translate the calls to OpenGL...

  • 2. Please, please, please stop using uid. It was not designed for this purpose.

    Instead use the object index, as in sprite(index). Each time you add an instance(even in the editor) it is assigned an index based on how many instances already exist. That's far more practical than trying to guess what the uid is.

    The problem is that you can't access dynamically the ID ofan object. For example, when I click witht the mouse object on a Sprite, I can store his UID in a var, but not is ID.

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Pode

Member since 3 Sep, 2011

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