arcalaus's Recent Forum Activity

  • Sorry for the late response. I've been busy this month.

    I'm sorry it didn't work for you, Peralta (another Spanish speaker?). The game uses WebGL bur I've run it successfully in a single-core Pentium (I think it was a Pentium IV, but I'm unsure). I tested the game mainly in Chrome, and I have it in the chrome store, indeed. But there exist a chance I left a bug on one of the downloadable versions.

    Which version did you test?

    Game: apagada.com/varios/jigsawpuzzle

    Source: apagada.com/varios/jigsawpuzzle/puzzle12x9.capx

    Phone source: apagada.com/varios/JigsawPuzzlePhone

    GIT phone source: github.com/jgmy/jigsawpuzzle_phonegap

    GIT phone source is the latest, but there exist a chance I left a bug on it. Also, don't use the "phonegap" version of the GIT phone source, use the cocoonjs instead.

    ALSO if you are exporting it from source, don't minify source. This project don't work when source is minified.

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  • Hi Joannes!

    I'm glad you liked this game!

    I have checked the (slightly smaller) version of this app I put on github.com/jgmy/jigsawpuzzle_phonegap and it is a bit smaller.

    In case you don't feel comfortable using GIT (and don't want to download the big 12Mb full source with many redundant files), download this:

    apagada.com/varios/JigsawPuzzlePhone

    I also have some older versions in my web, just in case you only want to know how the puzzle is made.

    The algorithm is simple:

    -First I divide an image in pieces. Each piece has a central part (its size is the size of an average puzzle piece center part) and a margin (its size is the maximum size of the puzzle piece). Pieces "overlap" at the margins.

    -I use the "canvas" plugin to mask the puzzle piece, so "holes" are created into it (and most margin area removed).

    -I also put instance variables marking the logical X and Y of the piece.

    -A unique group id is also given to each piece.

    -I use "drag" instead of "click" or "touch" for all, so I don't need cheking whether mouse or touch are being used.

    -When one piece is "drag", all pieces of the same group are pinned to it.

    -When the piece is "drop", all pieces of the piece's group are checked against all desired neighbours (i.e. piece (4,7) looks for (3,7), (4,8)...). If the desired neighbour is where it should be (within a small range of 5 pixels), the piece is aligned and added to the group, so it seems to "snap".

    Hope you understand the above text. I could try to make a video, but I don't have much time to do it.

  • Hi!

    I'm also a teacher, de hecho un profesor de lengua espa?ola (but I'll continue this thread in English since that's the language of these forums).

    This app needs r0j0hound's "canvas" plugin: http://www.scirra.com/forum/plugin-canvas_topic46006.html

    Also, it is likely to have more than 100 events (so a registered version of construct2 is needed). If it is the case, tell me and I'll make a smaller version for you.

    Send me a PM if you want to continue this conversation in Spanish.

  • I've made a simple prototype for a math quiz game. You have to move a horse following the chess rules, and do a "knight trip" sorting formulas by value.

    I wish you tell me your opinion, if you think I could improve it and add more quizzes to it, or simply abandon the idea.

    http://www.scirra.com/arcade/puzzle/5415/caballo-math

  • I've sometimes tried to edit the xml files zipped inside the .capx to do things like that, but there is the risk of screwing things up. You'd better try with a copy.

  • I know this topic is old (see this), but, what do you prefer, Phonegap or CocoonJS?

    Phonegap is not accelerated, apps have to be downgraded if you want them to run quick, but CocoonJS uses far a lot of memory (one of my apps requires 60Mb memory when using phonegap, and 200+ when using CocoonJS). I guess phonegap allocates memory for whole app, while Phonegap allocates current layout only.

    I'd like some mobile exporting platform which combined memory efficiency while keeping WebGL acceleration. Does that exist?

  • Standard algorithm:

    ViewportLeft+(ViewportRight-ViewportLeft)/2

    Please delete: scirra.com/arcade/example/5247/xmltester

    I uploaded it twice since I got an error screen before first upload.

  • I just want to add I've uploaded to the arcade the program I use to debug my xml files, just in case you decide to use XML.

    It is here

  • I guess the problem with the font is due the origin restriction of html5.

    Google Font .ttf files are served with the "Access-Control-Allow-Origin: *" header, while CSS files are not. Maybe the original webfont was in a page that did not allow other origins to incorporate it.

  • Thanks for the info. I will simply made a new capx file.

    I should do it either, since I need a different GIT repository if I want to export to the free phonegap.

  • Hi!

    I'm trying to use configurations in order to make a downgraded version of a game (my game consumes too much memory and I'm trying to reduce object number in the mobile version).

    I'm trying to do the following:

    1) Delete a Container (I will keep the main piece only, wich reduces memory usage by 50%).

    RESULT: I delete the container when only "Downgrade" configuration is active, but when I return to the HTML configuration, the container is also deleted.

    2) Disable some actions (those which affect 2nd object in the container) in the "Downgrade" configuration.

    RESULT: Actions are disabled for all configurations.

    3) Adding a "Delete Object" action (so I can delete the object created by container in (1.)

    RESULT: "Delete Object" action is shown in all configurations.

    Configurations help is very basic, and a search do not show any tutorial on this subject.

    My question is: Can anyone explain how do configurations work? Do they work for layout size only? Can I define a variable to detect current configuration, so I can add an event later to detect it?

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arcalaus

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