TiAm's Recent Forum Activity

  • Ashley

    Would it be possible to get a 'CooconJS' formatting option in the Cordova exporter? All you would have to do is omit the config.xml file, chuck all the exported files in a 'www' folder, and zip it.

  • ludei

    Edit1: Managed to build, but I had left webgl on, so I was getting the scaling glitch others have seen (game window quarter size). Going to try canvas2d next.

    Edit2: Any plan to let us grab a single apk as opposed to the whole bunch? For those with limited bandwidth (like me ) having to dl 3 unnecessary files every build is a drag.

    Thanks for the reply. Said plugin has instructions on their github site for using with cocoon.io (exactly what I did), so I assume it is supposed to be compatible. I'll build again and bounce the feedback over to you.

    In the meantime, I stripped out the offending plug and managed to build successfully. Now to install. Fingers crossed...

    P.S. I'm loving the size of that apk.

  • ludei

    cranberrygame

    Okay, I see now that the build info/errors are emailed. Would be great to be able to see this info right in the cloud app, as the emails seem to take a few minutes to precipitate out.

    The error I'm getting is for the 'Phonegap Game' plugin, by cranberry games. Specifically:

    "Error installing plugin: com.cranberrygame.phonegap.plugin.game@"

    Added this to plugins by going to search, finding it, and installing it. I can see it was added to the config.xml file. Also tried to add my app id as a param, as is required in Intel XDK, but no love.

    Anybody else using this plug (or any cranberry plugs) in cocoon.io?

  • ludei

    Got my invite today. Interface is very, very slick; definitely a big step up from the old compiler. Love that I could search for cordova plugins by keyword and automatically add them.

    However, still working on getting a project compiled; getting 'Error Android' for android. Probably being dense here, but where do we go to see the log of build errors? iOS built fine.

    Since you place so much emphasis on aesthetics, here's one little faux pas: the color of the cursor/selection overlay in the config.xml editor is way too pale; the cursor is basically invisible. I just copied in/out of notepad++ to edit it, but it would be nice to forgo that extra step.

  • This threw me too. Here what works:

      1. Start new project. 2. Import your code base. 3. Set 'Use Cordova Plugins' to 'Yes' 4. Set 'Game Project' to 'No'. Unintuitive, but there it is. 5. Import, go from there.

    DON'T chose 'blank canvas game'; it doesn't work. Instead of your game you get some kind of test app.

  • Some things are not easily done (efficiently) in c2. However, I really enjoy putting this sort of thing together because it's so quick to do .

    Whoa, gory. Wasn't expecting that...

    On a lighter note, that rope/falling animation looks great. Keep it up!

  • ludei

    Entered my email into the beta, looking forward to testing it out. Few questions incoming:

    Is there any chance of ever seeing WebAudio working alongside Canvas+? This is the one feature I really miss when deploying with Canvas+.

    Have you compared your new Webview+ solution to Intel XDK/Crosswalk export on any low-mid range devices? The old webview+ was always slower than crosswalk for me, even when comparing with the borked post-v7 cw's.

    What version of crosswalk is WV+ based on, and do you plan to update it with every new version of crosswalk, or follow a custom schedule?

    Just to clarify: we will be able to export from C2 with the stock 'Cordova' option, using whatever atomic plugs we wish, and still compile to Canvas+?

    . . .

    Off Topic: You should tweak the copy in your beta email, because it's really confusing:

    [quote:30m6hdi8]

    "As we are receiving tons of requests, we preferred to keep the service in public beta for a bit longer. "

    I assume you mean private?

  • R0J0hound

    Thanks for replying. The flag idea does sound like it would incur a hefty perf overhead, but...well, I think you know more about this than me.

    I'll try capturing the canvas multiple times and see if that works.

    Shame there isn't a good, fast way to capture the canvas built into the webgl spec, seems a bit of an oversight.

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  • TiAm Somebody

    I'm not having much progress with getting the canvas pasting to work reliably. It's currently kind of random if it works or not, so I may end up having to go a slower route of making an off screen texture and rendering everything to that.

    Hey, any chance of you working your rojo-mojo on this?

    I use this functionality for the pause menu in my current project to do a 'background blur' of all layers but the top menu layer. I just grab the canvas when pausing, paste it onto the paster object, and use an animated blur effect on it.

    Problem is...at some point 'load texture from canvas' stopped working on my mobile. Used to work in cw7 and chrome mobile, iirc. Works fine on desktop, except in IE (and it never worked there).

    The only other way of doing this (other than the painfully slow CanvasSnapshot function) is to apply the blur to all layers except the top, which is too slow on mobile.

  • Crowdsource it.

    If a user has x amount of rep, or a badge, that person can flag any dubious first post, the suspected spammer and its post/s get sent to the corner.

    The newb gets limited to a hidden forum, and mods give a thumbs down later.

    That could backfire because rep can be gamed up reasonably high by a bot account (for example, the rep bonuses for views to profile), and if there are no post limits, and only low rep users can be 'crowd-modded', bots could very quickly escape 'rep hell' by gaming views/posting rapidly.

    If this was done, the rep level req for users to ban posts would have to be very high (at least 5000, maybe 10,000) to curtail abuse.

    I think it's a bad idea because if there is an exploit in the rep/badge system anywhere, spammers could start banning legit topics.

    Elliott

    This. Tom, where oh where are you...

  • ...the captcha breaker is probably the result of a website that sends captchas to users and pays them a few pennies for each correct answer. It has been done before.

    Really? That's brilliant...in an evil genius sort of way.

    Ashley

    Seriously though, we need some sort of temporary restriction on new members making more than 1 new topic in a day. Or maybe a really low rep limit, like 150 or 200 rep.

    This is getting bad, when it hits hard the forums become unreadable...and like you say, you and Tom can't always be awake.

  • Whole bunch of IPs definitely suggests a botnet. We are still getting hit periodically.

    This is kind of an interesting read (especially the part about Bayesian Poisoning):

    http://www.embergaming.us/index.php?thr ... tempt.153/

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TiAm

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