FredQ's Recent Forum Activity

  • Can html5 be imported? So, probably a long shot, but could we import the html5 game and then export as android native?

  • Excuse my stupidity, coding isn't my strong point, even when editing html files lol.

    Could you dumb this down for me and tell me where I've gone wrong here?

    <!DOCTYPE html>
    <html manifest="offline.appcache">
    <head>
        <meta charset="UTF-8" />
         <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1" />
         <title>Ball Boy</title>
         <!-- Note: running this exported project from disk may not work exactly like preview, since browsers block some features on the file:// protocol.  Once you've uploaded it to a server, it should work OK. -->
         
         <!-- Allow fullscreen mode on iOS devices. (These are Apple specific meta tags.) -->
         <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=no, target-densitydpi=device-dpi" />
         <meta name="apple-mobile-web-app-capable" content="yes" />
         <meta name="apple-mobile-web-app-status-bar-style" content="black" />
         <meta name="HandheldFriendly" content="true" />
    
        <!-- All margins and padding must be zero for the canvas to fill the screen. -->
         <style type="text/css">#c2canvas{width:100%;height:100%}*{margin:0;}</style>
         <div style><canvas id="c2canvas" width="800" height="480"></div>
    </head> 
     
    <body> 
         <div id="fb-root"></div>
         
         <!-- The canvas the project will render to.  If you change its ID, don't forget to change the
         ID the runtime looks for in the jQuery events above (ready() and cr_sizeCanvas()). -->
         <canvas id="c2canvas" width="800" height="480" oncontextmenu="return false;" onselectstart="return false;">
              <!-- This text is displayed if the visitor's browser does not support HTML5.
              You can change it, but it is a good idea to link to a description of a browser
              and provide some links to download some popular HTML5-compatible browsers. -->
              <h1>Your browser does not appear to support HTML5.  Try upgrading your browser to the latest version.  <a href="http://www.whatbrowser.org">What is a browser?</a>
              <br/><br/><a href="http://www.microsoft.com/windows/internet-explorer/default.aspx">Microsoft Internet Explorer</a><br/>
              <a href="http://www.mozilla.com/firefox/">Mozilla Firefox</a><br/>
              <a href="http://www.google.com/chrome/">Google Chrome</a><br/>
              <a href="http://www.apple.com/safari/download/">Apple Safari</a><br/>
              <a href="http://www.google.com/chromeframe">Google Chrome Frame for Internet Explorer</a><br/></h1>
         </canvas>
         
         <!-- Pages load faster with scripts at the bottom -->
    
         <script src="jquery-1.7.1.min.js"></script>
    
         <script src="phonegap.js"></script>
         
        <!-- The runtime script.  You can rename it, but don't forget to rename the reference here as well.
        This file will have been minified and obfuscated if you enabled "Minify script" during export. -->
         <script src="c2runtime.js"></script>
    
        <script>
              // Size the canvas to fill the browser viewport.
              function cr_sizeCanvas()
              {
                   var w = jQuery(window).width();
                   var h = jQuery(window).height();
                   
                   if (w === 0 || h === 0)
                        return;
                   
                   var canvas = document.getElementById("c2canvas");
                   
                   if (canvas)
                   {
                        canvas.width = w;
                        canvas.height = h;
                   
                        if (canvas.c2runtime)
                             canvas.c2runtime.setSize(w, h);
                   }
                   else if (window.c2runtime)
                        window.c2runtime.setSize(w, h);
              }
              
              jQuery(window).resize(function() {
                   cr_sizeCanvas();
              });
              
              document.addEventListener("deviceready", function ()
              {
                   cr_sizeCanvas();
                   
                   // Create new runtime using the c2canvas
                   cr.createRuntime("c2canvas");
              }, false);
         
        </script>
    </body> 
    </html>
    
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  • This sounds really interesting. Would love to see something like this implemented.

  • Thunder, how would one go about setting up those custom settings?

    I'd like to know also please. Sounds really interesting.

  • Thanks for your reply!

    I'm still not sure how I would go about doing what you have mentioned.

    If you get a minute to make a little guide or example capx file that would be great. I'm eager to get it working.

    If not though I'll wait until C2 can handle the multiple screen sizes itself without the need for all the additional events you've had to include.

  • I think he means an inherent layer like they had in Construct? So a single layer that can be used on multiple layouts??

    If so, I'm also waiting for this feature to be added to C2.

  • I won't be needing this at the minute but it's useful to have. Thanks for uploading!

  • I've tried to get my game to fit multiple screensizes and every time I've mentioned it on here there's never been a definite solution that works. I've tried different resolutions, fullscreen scale, fullscreen crop, exporting with appmobi, exporting with phonegap, the new appmobi plugin to set fullscreen. EVERYTHING.

    I can only assume its a bug that needs fixing.

    Here's the link to my topic with screenshots too.

    http://www.scirra.com/forum/mobile-issues-scaling-and-sound_topic49609.html

  • This sounds like it could be quite useful.

    I've also heard of an Inheritance Layer that was present in the original Construct, which sounds perfect for the in-game menu I would like to implement, rather than having to recreate the same layer over and over again for each layout.

  • I don't know if there's an internal stopwatch kind of thing I've missed, but could you not have a global variable and every 1 second add 1 to it.

    Then call back the total and display it in numbers?

  • I know very little about coding and such so I could be way off the mark here, but!...

    Will C2 ever be able to export to apk directly without the need for third party sites? And, is it possible to get the apk compiled of native android code rather than it just being essentially a standalone browser/html5 wrapper.

    I'm thinking performance-wise. I can emulate a PS1 on my phone perfectly but yet an app made with C2 lags? I understand HTML5 is new grounds and speed will improve over time, but I'm asking will we ever be exporting or compiling apk's that result in something more compatible and native to android than a html5 wrapper for our games.

    This is by no means a grievance with C2, I'm just wondering what's likely and what's possible in the future.

  • Thanks for your responses. I did manage to get it all running, the mute works fine now. On the desktop this is though, the sound won't mute on the mobile device. However, I'm in no rush, I can wait for updates and fixes etc. I just wanted to be sure I wasn't going wrong anywhere.

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FredQ

Member since 3 Oct, 2011

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