Aphrodite's Recent Forum Activity

  • Bl4ckSh33p

    here is the capx (just change the opacity of the mask to 50 to clearly see what is going on, but don't forget to set it back to 100 after <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> ):

    https://dl.dropboxusercontent.com/u/100 ... ndbar.capx

    a quick picture:

    and the working version exported:

    https://dl.dropboxusercontent.com/u/100 ... index.html

    Hope that helps ^^, it is not performance heavy and seems to get the job done just fine

    EDIT: the index . html has an annoying seams, it is because I've used multiple frames to do the half-circly bars (for the blue and green exemples), and so the spritesheeting caused that, it wont happen in the capx I gave since only one frame is used, but it is something to keep in mind if that becomes a problem

    Edit 2: you can set the hud layer blend mode to normal AND the force own texture to on to achieve the same effect, it will correct display issues in canvas2d renderer

  • I managed to do something like this earlier this morning by using 4 objects and 2 layers (to be exact one of them is an hud layer which is transparent that should be on top of the others, it is using XOR blend mode):

    Basically there is 2 half circles red, and one halfcircle with the blend mode destination out (which basically erase what is under it on the same layer i ll call it the mask), the trick is to rotate the half circles to fill the circle, and make one of it go on top of the mask when needed, I cantry to make a capx with that if needed

  • I was saying that designing a game with a window size of 800x600 or 1600x1200 would not have an impact on quality, if you know in advance that a publisher cannot accept more than a width of 800, design your game with that window size parameters, and if it is too late, just set it back to that, and zoom out (I hope I am explainingit well)

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  • Instead of using lerp like that, use it the intended way:

    Lerp(min_scale, max_scale, percentage/100)

    Where min scale is the minimal scale, max scale is the max scale, and you make percentage varies from 0 to 100 to vary from min scale to max scale. (For exemple when you are zooming in, set percentage to clamp(percentage+100*dt, 0, 100) will zoom from min to max in 1 second)

  • Any one have any thoughts on the subject?

    First thoughts are perhaps Amazon via the Iap object.

    Pros:

    Its Amazon, they'll sell anything.

    One click purchase. lol

    Cons:

    Might only be for Android perhaps?

    On the other hand Node-Webkit is a much better platform for downloadable content....hmmm

    The thing is on android, you'll manly be using google play services I think, but with the node webkit export, there is not a main store keeping everything at bay, it could be steam for someone, amazon for another, even you own website, I think the iAP plugin only works on platform specifics, and even then it is a pretty weird thing to have an all in one plugin, hard to maintain, but that is an interesting question.

  • I think the limitation is 4 Layers per layout, not 4 layouts, that can make a big difference

  • Then another method would have to be used, hum..

    I personally never go over 800x800 window size inside C2, and I design with that size (on higher resolutions, due to the way C2 scales up and down, the assets quality is not lost), that is why I suggested first to set the window size proprieties to 800, 800*actual_height/actual_width ; and set the layout scale to 800/actual_width (actual height and actual width being the height and width you used during the developpement), if some hud elements appears weird, the layer scale rate could help adjust that I think, but not 100% sure

  • Ashley talked about a way to package a smaller version of the game and put that in the stores. Then upon the first game run will download the assets. Now I have been playing around with this, but at this time have been unable to figure it out.

    The process I started with was setting the website to a server.

    I tried exporting the game as HTML5/Android. Copied the export to server.

    removed the images/media from the first export. Then packed up the program into XDK.

    however the closest I can get is the warning that the program must be hosted error.

    Anyone have an idea how to go about this.

    You could maybe just package a game that just redirect to the game hosted on your website. The offline.appcache will let you access it offline after the first loading in theory.

  • I was searching a thread, but I stumbled upon something that looked weird, is that just me, or is there a lot of "???" in this thread:

    I'm pretty sure this was because of the characters that were used in these posts, but I prefer reporting it as it might be something else maybe.

  • Pretty sure it wouldn't be that nessecary to add such a function due to it's simplicity (and since performance wise the result won't be problematic at all), you could use the function objec to do this if you think it is cleaner. Or if really you want to use the javascript function dedicated to that (if it even exists), you could use the execJS of the browser object, but I don t recommend it, just simply not worth the time

  • I am not familiar with these publishers, I find it weird that you cannot just set the size of the displaying iframe/object inside the website itself.

    Maybe you could change it inside the index.html, where the canvas tag is (something like that if mh memory is correct)

    <canvas id="c2canvas" width="{width}" height="{height}" oncontextmenu="return false;">

  • While it is not a bug per say, but how the text object works, it cannot really be corrected (unless there would be some way to verify if the text is the same before updating it), however I do agree that this saying in the manual should be removed. (I personnaly use the default spritefont for that usage)

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Aphrodite

Member since 20 Dec, 2011

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