Knifegrinder's Recent Forum Activity

  • In fact I would not be surprised if Microsoft buys it and converts it to some perverted new game development model.

    I don't see the reason why this would be a nightmare.

    Ashley would be counting his (deserved) millions and we would have an entire development team backing this awesome piece of software.

  • Have you tested it compiling your game on the cocoonJS cloud compiler?

    I experienced some gfx glitches with the last cocoonJS launcher that disappear in the compiled apk.

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  • Have you tried a loader layout with your logo and the "On loader layout complete" condition instead of the standard progress bar?

    Here's a good tutorial by Ashley explaining how it works.

  • I might be wrong since I didn't test it but unfortunately it seems even more app-centric than ever and not suitable for games. I read the whole in depth overview and there's no mention of a GPU accelerated canvas at all, this will not be a problem for mobile browers accelerated by default like WP8 or Tizen (but we have yet exporters for them) but if you plan to export a complex game it will give you painful results on the two big brothers (iOs and Android).

  • Looks really cool - love the graphics and sound. <img src="smileys/smiley17.gif" border="0" align="middle" />

    Are you going to put a beta out soon?

    Thanks! The game has changed a lot in the meantime, I'm redrawing also a lot of GFX to smooth the charachters animations. "Unfortunately" I have a lot of real job (I consider myself an hobbyist C2 user) so the release has been delayed to the first months of the next year. I don't have the need to release it to make quick money and this helps me a lot.

    I consider this game like a little piece of me, it contains a lot of little citations and tributes to the 80s and 90s gaming.

    For example every music track contains at least a sample of the old C64 SID soundchip, the non linear map-based gameplay is inspired from the old Gameboy Super Mario Land 2, the charachter response and inertia has a lot in common with sonic the hedgehog, even the name Clyde is a tribute.

    I just wanted to make a celebration of the good old gaming era, so you have cumulative power ups but you can't buy them through IAP, you'll have to swear at your phone to get them all <img src="smileys/smiley1.gif" border="0" align="middle" />

    I'm just waiting Ludei to fix some audio bugs (and me to figure out how to make a proper gameclosure installation on my system, unfortunately I just hit on one of the few stopping issues of this platform) and then I'll start working on a playable demo with some levels, in the meantime I'll continue to polish it day by day.

  • I think it's a matter of audience target.

    GC is quite hard to set up properly for an average C2 user.

    In its current state even with an official exporter you'll still have to install the SDK on your windows machine and I can assure you that it's all but easy even for someone familiar with git and CLI terminals.

    Anyway it's a promising piece of software, it's well documented and have a good support. Let's see what happens in the near future.

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  • This will break music on other platforms (e.g. it will continue to play music in the background when switching tab in a browser). It's a CocoonJS bug, you should report it to Ludei.

    True. And this issue has been reported to Ludei by various users on their forum.

    That's why I suggested to work on the c2runtime.js created with the cocoonjs exporter instead of editing directly the audio plugin runtime.js.

    This way you don't break anything and works as a temporary workaround.

  • Probably you have noticed that when you resume your app wrapped with CocoonJS 1.4 on android the bg music plays twice. I finally found the problem and managed to resolve it.

    The new CocoonJS audio engine seems to handle itself the onsuspended and onresume conditions, so I had to remove some code lines in c2runtime.js that also handled the same conditions making the bg music duplicate.

    To apply this workaround you have to follow these steps.

    1) Export your project without minifying your code.

    2) Uncompress c2runtime.js and open it with a text editor (I suggest Notepad++)

    3) Find the following lines of code

    C2AudioInstance.prototype.setSuspended = function (s)

         {

              

              switch (this.myapi) {

              case API_HTML5:

                  ?if (s)

                  ?{

                        if (this.isPlaying())

                        {

                             this.instanceObject["pause"]();

                             this.resume_me = true;

                        }

                        else

                             this.resume_me = false;

                  ?}

                  ?else

                  ?{

                        if (this.resume_me)

                             this.instanceObject["play"]();

                  ?}

                  ?break;

    4) delete everything in the middle of case API_HTML5 and break. It should look like this:

    case API_HTML5:

    break;

    5) Save and put the modded c2runtime.js in your project zipped file

    6) Enjoy <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Thanks This helped me a lot!

  • Is this happening on iOS? (You mentioned ejecta, so I suppose it's an iOS problem)

    After the upgrade to Cjs 1.4 I renounced to test my game on iOS to avoid a nervous crisis and concentrated to android.

    I don't know if this may help you but when cjs 1.4 has been released I experimented also on android a lot of gfx glitches (wrong opacity settings, white objects, flickering) that disappeared after a complete uninstall and reinstall.

  • WebGL support on CocoonJS is still experimental, so you have to expect some strange behaviour on some devices.

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Knifegrinder

Member since 1 May, 2012

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