Jaydon's Recent Forum Activity

  • I'm not sure I understand. I was answering this:

    > Is it possible that my games be able to work like how C3 works using something like service worker?

    >

    This is already the case. C2 and C3 games already work offline using the same service worker the C3 editor uses. Of course making a Cordova app is another alternative to that. If you find a bug with that at any point, please just file a report as usual following all the guidelines.

    Tested the offline ability using Firefox and it definitely works as you mentioned! My current test is to see if I could have it offline on a Cordova App that only links the URL of the game. But I guess I need to have the Cordova app to even "go to URL" properly to test this.

  • C2 and C3 exported games already work offline. In fact, the C3 editor itself uses the same Service Worker developed for C2 games to run offline, which we recently introduced as the replacement for AppCache.

    In my recent test, the compiled APK using C3 does not "go to URL" using the browser object. I tried execute javacript such as

    "window.location.replace('...');"[/code:2fbojc19]
    
    and it didn't work either. Is this a security feature or am I missing something? I want to test if this app could load C3 games from my host and remember it offline.
  • Hear me out on this and tell me if there is a solution:

    Currently, web games can be displayed on... well, almost any device that connects to the internet with a browser. So, generally game developers like me would build a game that can be played on all these platforms because isn't that the feature of HTML5?

    Nice idea, but a lazy thought. Devices that can run HTML5 games as you know, does not necessarily have a touch input and vice versa. With that in mind, how would my games even fit the criteria as play everywhere right? Generally, if you could make a game that fits to be played on a touch screen, console and mouse+keyboard, usually turns out bad, inconsistent and poorly designed, or does not fully utilised a device's inputs.

    Let's say I made a game but I maintain separate project files for the big 3 (touch, controller, mouse+keyboard). Each of these variations have their unique design and game play that caters to its platforms. Now, I have exported them to HTML5 only. Then I host them online with a URL. Next, I made all kinds of necessary empty browser app that would load the URL for their respective platforms. All of which are now published to their respective stores (Play store, App store, XBox, etc).

    Sounds great right? My games have to be played online but my players will always get the latest version. So, here's my problem. No one loves games that require online connection if the game doesn't even need an online feature to work. Is it possible that my games be able to work like how C3 works using something like service worker? C3 can be used offline, at the same time it is also a web app. Can my HTML5 game created with C3 do that too?

  • Ashley

    I already got over it with the blame of C2/C3 being ignorant of "performance" issue and poor software decision making in it's design. There were times I felt like I'm not improving my skills in developing with C2. I really want to educate myself with what makes or breaks performances and what is the pinnacle of good optimisation within the boundaries of HTML5 using Construct. So, I also would pledge for a dedicated documentation just for that and also to shut the ideology that bottlenecks are not hardware's concern.

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    I logged into construct 3 and it is saying I am on the free version. I tried refreshing and it's still saying it.

    Any tips on how to get it to recognize the license?

    update: it's telling me that it's on the public beta

    Are the subscriptions starting already? Because I cannot use the software. I looked and see that it's still in beta. Does that mean my subscription doesn't start til after beta is over?

    Try re-log in. If all else fails, reset your browser.

    BTW, love your work!

  • Wow...that level editor was awesome .

    Hey, programmer for Stealth2D here Thank you, glad you like it!

    Thought would be nice to share the code logics with you guys here. These were used to accomplish import/export:

    • Dictionary & Array objects
    • AJAX
    • LocalStorage
    • FileChooser with some CSS editing

    The tiles seen here which are the building-blocks of your level, are actually just 1 single Sprite object with multiple frames representing different tiles. The animation speed is then set to 0. With the condition for comparing frames, I could get hold of these tiles for data use.

    Since the grid sizes are 128x128, all placed tiles are in the coordinate of (origin.X*128, origin.Y*128). With that said, I could easily store them in arrays according to their individual origins. For the Z depth of the Array, 0= tile.frame, 1=rotation, 2=flip. For flip it is just 0 or 1 which works in conjunction to a boolean.

    For each tile placed, a storing function is triggered which includes storing the tiles to an Array, then parse the Array JSON string into Dictionary and then finally store Dictionary JSON string into local storage. This is how the save works. As for loading files, it's just reversing the order starting with a given JSON string of the Dictionary (which is also the exported file), then extract that Array from the Dictionary, then finally spawn tiles accordingly. The surprising part was, IT'S SO FAST! All these happen in split seconds and I'm really happy with the results.

    As for loading the PLAY, it's the same but this time the tiles are replaced with objects, each with their functions in the game. That's it! Two layouts was used only, with 17 event sheets used and loads of codes (especially functions) and you get Stealth2D!

    Also, not to mention the names for each tiles are actually stored in the Dictionary JSON file created in C3! Which I found out that the HTML5 export did not include it and I had to manually add a global string that contain the JSON string of the tile names.

  • Hi lunarray

    Just wondering if you have any plans to port LiteTween to C3. I would honestly be willing to pay for a plugin license if it's ported

    Yes please! I'd pay for it until C3 has a build in tween system after the runtime upgrade.

  • Essentially you could duplicate by right clicking the object on the layout screen tho.

  • Neat trick to turn your C3 snappy as a "native application" (assuming you have the mindset thinking C3 is not as snappy as C2). Turns out the UI animations made things feeling delayed. Fortunately for us folks, we could turn the animation off!

    Go to "Menu" -> "Settings" -> Un-tick "Enable UI animations".

    If you like to go with a cleaner look, you could also un-tick "Enable UI effects". Voila! C3 is now snappy with a simple trick

    I wonder what the specs are for the Macs Scirra is using to test C3? A lot of us Mac users are having issues.

    I'm also concerned about C3 being Chrome exclusive. Where's the logic in that? The whole point of making games for the web is that your content is accessible by anyone with an internet connection. As of right now, it's only reasonable to test your games in Chrome. And who knows, maybe our games only work well for those Chrome users have the latest build of Chrome installed. This frustrates me.

    Eventuality C3 will be able to run on Firefox or even able to cross browser previews. Currently, all games if ran on chrome fine would be able to run on all the latest browsers just fine. The exports should have same results.

  • I asked if they would add swipe gestures to the built in touch behaviors, and I think that would work great for this, but they ignored my questions about it. Even made a thread asking about it before the suggestion system was created. No Answer.

    Seems like a no-brainer to me, since most people now browse the web on mobile devices like phones and tablets. Even PC's have touch screens. I would think that a company that has so much invested into the future of the web, would see that, and would already have these features built in to make it easier for all of us.

    Have you tried "compare touch speed"? I can already make a fruit ninja game with that.

    To answer OP's question:

    Your example is a little vague. Does the player hold down after a swipe? Or just swipe and the game character will keep walking in that direction?

    There is always the "Pin" behaviour to make a virtual console. Just pin the controller as "rope" to a fixed sprite and also give it a "drag and drop" behaviour. Check between angles for different directions. When touch is released, reset controller position to fixed sprite. This is as simple as it gets IMO.

  • Laurent

    Apparently so, please report it here: https://github.com/Scirra/Construct-3-bugs/issues

    You can click on "New issue" to file a report <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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Jaydon

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