Aphrodite's Recent Forum Activity

  • Problem Description

    in the link listed on the index.html on export and on preview for browsers that do not support html5, the link http://www.google.com/chromeframe returns a 404 error (due to the fact chrome frame isn't backed up by google anymore I would assume), I know it is kinda irrelevant nowadays but still.

    Attach a Capx

    https://1drv.ms/u/s!AjkoCSebIn9Jim4-JGBE219uEdHM the capx file, doesn't do much, it's just a blank project with one keyboard condition to prevent the user from tabbing out of the game

    https://1drv.ms/u/s!AjkoCSebIn9JincVQyBf7sTI5oen the index.html file, presented as a text format

    Description of Capx

    It does nothing particular, just export it as a website

    Steps to Reproduce Bug

    • open the capx
    • export the capx
    • open it in an incompatible browser and click on the google chrome frame link
    • see the 404 error

    Observed Result

    the link is dead

    Expected Result

    to not have a dead link

    Affected Browsers

    • 404 error so not browser related

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    r233

  • MadSpy the error is quite off (as the result is not 6 but 0.6) so I do not think this is the only issue here.

    Angiel I couldn't reproduce the issue on my side, it gives me 0.5999999.. which is close to 0.6 and is to be expected (0.6 is not a finite number in binary) as madspy pointed out (I suggest you round the result to something like the 6th decimal to have the correct result if you happen to have innexactitudes like this)

  • 99Instances2Go I tested your capx and there is a small innacuracy compared to the formula (around 15 more pixels for a 900 pixels jump if I am not mistaking, which is about 1.7%, on Edge it seems to be varying more sometimes, but that may be my computer), I agree it is not that big but we do not know how accurate the OP wanted to predict it, I am also in the latest stable.

    We actually discussed that difference in another topic and ashley suggested a solution to the issue but does not seem to have it implemented yet.

    (also sorry that you had to take time to figure out the formulas, I know those are not that easy to calculate)

  • I could be wrong, like totally wrong, but I'd think it is because it's a trigger event and not a regular event under the else. Maybe something the plugin maker or Ashley could explain, as I never used Else with a trigger under it.

  • or you could use the formulas at the end of this topic message: to adjust the jumpstrength of the ennemy relative to the height you want to achieve (I do not guarantee perfect accuracy due to how C2 works, but each time we saw it innacurate, it was slightly higher and so reached the platform anyway, except in case of a big fps drop)

    JumpStrength = sqrt(2*H*Gravity) would be the formula you are looking for I think (Be sure that the H value is positive when you use it, or else you'll have a math error)

  • tdcostas it is not a perfect solution but this can help https://www.scirra.com/tutorials/442/ho ... onstruct-2 (keep in mind a capx file is just a zipped project folder)

  • it's an oversight that did not get resolved yet due to it's low priority IIRC

    EDIT:

  • [quote:1xagjimb]Safari on iOS does not currently support rendering video inside the game canvas itself. To work around this, the Video plugin creates a video element floating above the game, similar to a form control. This ensures the video can appear, but prevents other objects being displayed on top of it.

    https://www.scirra.com/manual/181/video

    It is a known issue

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  • Ashley I can understand your point, but the owner of a license shouldn't be limited just because of what the free version users can do, there is even a tutorial older than the node webkit exporter (back in the days of awesomium) explaining how to export to it: https://www.scirra.com/tutorials/417/ou ... ode-webkit , maybe there won't be any improvement with electron, but it should not be simply a forbidden discussion just for that, as you said, there is a license, that is the legal protection.

    ...unless we had a suforum for licensed user based on the badge but I am dreaming and users of the steam version won't have access to it.

  • In my opinion a decision is to be made by scirra: support it or deprecating it, so we would know at least what waters we are into.

    the idea of kongregate making a plugin is not that bad honestly, but it is quite unrealistic unless we truly give them a valid reason, and even then it represents more work for them, but it would be the ideal solution.

    scirra maintaining the plugin will mean it will work for a time then break again, it should be that way since they advertise it as a platform on the front page ("Easily reach the web by publishing to your own website, Chrome Web Store, Facebook, Kongregate, NewGrounds, Firefox Marketplace or use our Scirra Arcade to share your creations.") so they must guarantee it, it would be the normalsolution if the ideal one doesn't happen

    the third solution is a plugin opened like the one cocoonJS got, could work, could not work.

    then the solution of waiting for someone to do its own personnal plugin, not a great idea long term IMO

    (there is also the solution of implementing the API without a plugin but unsure how doable it would be, and it would imply coding so a big no for most people).

    so for me as long as it is not deprecated, it is supported and so must be up to date, that is my reasoning, and is what the front page implies.

  • I would also add Silverforce (halfgeekstudio) to this list as he made it to steam and was a reference in mobile optimisation in C2 during the deprecation of cocoonJS

    http://store.steampowered.com/app/414950/

  • I can only guess but I'd say you are using physics objects and somehow moving the player makes the game slow down, does the player also has that behavior? How do you check for collisions?

    I'd say use rather bullet objects if that is not already the case.

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Aphrodite

Member since 20 Dec, 2011

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