Blinx123's Recent Forum Activity

  • I've yet to try Windows 8, but I know that IE10 doesn't support the Web Audio API yet. Perhaps that's your problem and you need to repack those sound files (you're probably using ogg, I'd imagine) to some other format.

    Since IE10 supports neither Ogg Opus nor Ogg Vorbis and Construct2 doesn't support MP3 (for obvious reasons. Namely, asenine licensing fees), this leaves you with AAC.

  • Is there any way to load files (images, sound effects, music) from a local HDD at runtime? I know a file menu will require some more work and possibly a plugin, but right now I would be more than happy to load files through a bunch of textboxes.

    I've already tried "load image from URL" (Load Image from textbox.text) but that doesn't really seem to work.

    Ideally, I would want to load all files through my own little editor and save them in a way that makes it easy to be loaded by an adventure interpreter I'm also working on (also developed in Construct2).

  • close browser works great for me.

    Are you guys running Windows 8? Perhaps that's the culprit.

    ome6a1717

    It's running some sort of internal, webkit based browser. So, yes. It's still browser based.

  • My suggestion: Try to resample the music. You probably shouldn't go higher than 48kbit/s (which is still plenty enough for ogg).

  • Just came back to Phonegap after taking a 6 month break from mobile development. They seem to have ironed out quite a few issues.

    For one, I finally get to benchmark my HP Pre 3 where, prior to that, any IPK created with Phonegap Build would only output a black screen, thus making me rely on my cheap China brand Android tablet (no fun at all, I tell you what).

    Performance, while not overly great, is still decent. The physics template/Angry Birds clone barely runs at 10 FPS but a port of my adventure engine showed great promise (weirdly enough, it was even less choppy than on my laptop with enabled WebGL).

    My very first project (memory game) still runs horrible, for some reason. Takes several attempts to get past the options screen and selecting a card takes approximately 30 seconds/card. There's also no audio. This could all be blamed on an older Phonegap release though, since Phonegap Build still builds the app with Phonegap 2.00. Apparently, in order to update the Phonegap version one has to manually alter and reupload the XML

    The fact that the LLA plugin is no longer needed kind of saddens me, though.

    The broken audio was a nice way of telling me to get cracking on a manual Phonegap install. Now all I need to do is start up Phonegap Build, upload the .zip and wait for the build. The nerd in me just turned suicidal.

  • People may prefer DirectX over OpenGL for several reasons.

    a) It's usually the first to launch new features (used to be quite the opposite before).

    b) It's well documented while OpenGL docs and tutorials are all over the place.

    c) Writing shaders in HLSL and porting them over to GLSL is considered to be easier by some.

    d) Managed DirectX.

  • It's a bit hackish but should work for now:

    docs.google.com/file/d/0B4HbmIw0kk7FNDdTeFNkVERWd0k/edit

    I'd appreciate any help you guys can give in fixing the horizontal offset.

    I would also be interested in a possible explanation on why "Sprite2.X-Button.Width" inside Node Webkit will get rid of the vertical offset while Google Chrome will require me to add a "-2" to the formula.

  • That's a nice list of targets if there ever was one :)

    Any chance of targetting WebOS?

  • Buttons are form controls and aren't really designed to be used like that. Perhaps you could just use a sprite as a button.

    I think I'd rather blow up my computer by updating the state of the buttons every single pixel than converting my buttons to sprites, no offense.

    List controls seem to work well, btw. No such behaviour, even when combined with sprites in that exact same fashion. Which kept me thinking, perhaps I should program a list control in such way that it will be indistinguishable from it's button brethren. Webkit browsers all appear to hide the proper button-down behaviour (e. g. you push a button and it visually changes states) anyways.

    EDIT: Never mind. I seem to have imagined things last night. The list form control is just as laggy as all others.

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  • Wow. Performance seems great. Not only under it's mobile targets but for regular desktop browsers as well.

    That kiwi game runs at least three times as fast inside Firefox as even the most basic Construct2 app I tried (Firefox' HTML5 performance is really lacking, hence this surprises me).

  • Did you try not using the pin behavior and instead using a 'set position'?

    Yea. First thing I tried.

    Yields me the exact same amount of lag, unfortunately.

  • Wanting to expand upon the use of Construct2/HTML5, I recently made the switch from wxwidgets to HTML5 form elements.

    Having done so, I recently ran into a somewhat unfortunate issue that I hope someone will be able to help me alleviate.

    It all began when I started implementing simple, draggable window sprites which I would then overlay with one or multiple buttons.

    Pinning those buttons to the sprite worked rather well until I realized that, upon dragging the window, the button would always lag a bit behind.

    Unfortunately, I cannot currently upload the .capx but it's something that is rather easy to reproduce.

    1. Create a sprite

    2. Create a button

    3. Add pin behaviour to button

    4. Add drag and drop behaviour to sprite

    5. "On Start of Layout - Pin button to Sprite

    The only solutions I could find so far are:

    a) Replace buttons with sprites (would be a shame, considering the flexibility I get from CSS styled buttons.

    b) Destroy and recreate the button whenever the sprite is dragged (doesn't work too well and is probably a huge resource hog)

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Blinx123

Member since 16 Aug, 2012

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