Pode's Recent Forum Activity

  • Aw. Logical, but I don't know why I didn't set that...

    Anyway, here's the new version : http://dl.dropbox.com/u/1412774/exclusiveClickTest2.capx

  • By the way, a problem can arise sometimes when your browser is a bit slow : the mouse cursor can go outside the desired target between two ticks, so the target doesn't fllow the mouse anymore...

  • To TELLES0808 (& others) : I give here the link of an example I made to illustrate my way of doing it. I don't know if it's the "right" way of doing it (or even an efficient one !).

    Exclusive mouse click attach : http://dl.dropbox.com/u/1412774/exclusiveClickTest.capx (should work by using touch instead of mouse also).

  • There's a behavior I find myself always reimplementing : pressing on an object (or touching it), attaching it to the mouse cursor or the finger, and releasing it when I let go the mouse button or the finger.

    Everytime I seems to implement it a different way, never too happy with the results and the slight variations.

    One of the biggest problem I encounter is the right way to make it "exclusive" (I don't want to attach every instance of the same object when I pass on it when I'm already attached to one).

    Does that kind of thing merits its own behavior ?

    Is there a quick and efficient way to do that every time ? (something that doesn't break on border cases...)

  • Very useful ! It's going to help to have a better integration between the C2 playground and the surrounding website, when trying to make something a bit different from a game, but close to an "app".

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  • Okay... I think I'm at the very root of the problem : between the keyboard and the chair...

    I realised that I was testing only on Firefox. When using extension slike Flashgot, some configuration can download attached media by default, preventing them to execute inside the page's environment. So in fact, that was what was preventing Firefox to finish the execution of the JS script...

    Sorry for the bothering.

  • Sorry for the delay, I got sidetracked testing other things on the Construct2 platform...

    Here's the file, with the same problem in the revision 65 of Construct2. It's a tiny example, mimicking what I'm trying to do in my project...

    http://db.tt/7bcZXLyB

  • Thanks ! Exactly what I needed for one of my project.

  • : thanks for the quick answer.

    Do you know if the phonegap implementation allows for reliable audio playback ? Because for the moment, when I test code on the ipad, the execution of audio loops and SFX are very unreliable (i.e. it starts after some random delay, or not at all...)

  • One quick solution : use awesomium.com

    I used that for a quick C++ project. In fact, it helps you to have a Webkit browser object embedded in your application. With that, you can set your code to load the index file of your game. You can even bundle everything in a single binary with another tool (something like UPX) if you want to have everything in jus one place...

  • Here's the webview XCode project:

    http://dl.dropbox.com/u/7324985/IOSwebview.zip

    It's very rudimentary, but at least you get to see your C2 project in the iPhone/iPod screen :)

    If you manage to improve it, please post it back to us! :D

    The code seems promising to look at, but the link is broken. Do you still have the archive ?

  • I just installed the new version a few minutes ago. Trying a previous game I made, I realize now that the framework is unable to load any kind of audio file (ogg,m4a,mp3...)

    When I try to preload the sound at the start of the first layout, the game doesn't even load (the HTML5 loading logo stay just there, half filed).

    The problem is the same when I use "export", or "preview". In the preview mode, a Firefox is blinking next to the address bar, saying it can't find the ogg file.

    To be on the safe side, all the audio file are lowercase.

    In the previous version, everything worked fine. Is there something broken with the js, or is it me ?

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Pode

Member since 3 Sep, 2011

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