Ribis's Recent Forum Activity

  • This isn't really a bug (I think) nor is it something I need help on (now that I know how this event works)...so this seems like a fitting sections for this post...

    I'm simply wondering if Restart Layout is supposed to destroy all objects. This caused me some unexpected "bugs" in my capx until I realized what was going on when I ran that action. On one hand, it does make sense. If not destroyed, then the objects remain and it's hard to reset the layout from the beginning with the prior objects still there. However, as I said, this resulted in some unexpected consequences, namely because I have other events that check for when certain objects are destroyed while the game is running. That resulted in some variables having incorrect starting values when the layout restarted.

    It would seem to me that Restart Layout shouldn't give On Destroyed any "heads up" while resetting everything.

    I'm not sure, but I use Save when the layout start like:

    on start layout or after some event, save a new slot name "repeat_level", if I need to reload everything because the player lost, just recall the "repeat_level".

    but I'm not sure if is the best way, I never use restart layout in my "experiments" for now

  • > The Intel chaps have been very engaged and that’s really great...

    >

    > ...but Crosswalk ? access to iOS. Aside from the massive file size, that fact really makes it an interesting but inadequate export alternative to cocoonjs in my book. Just my opinion.

    >

    True, it may not have access to iOS. One reasoning due to the fact that Apple still refuses to allow browser engines to run on the device aside from Safari, which doesn't even have WebGL support yet.

    Aside from that, Android has the biggest market share in the mobile market. I believe that Apple will someday support web wrappers like Crosswalk. Time is the essence here.

    Even if iOS does not support Crosswalk in the future, you still have Android being the most popular.

    As well with CocoonJS, very limited, in terms of support given to those that use Construct 2. They still refuse to fix even the most simplest issues, (example- flickering Ludei logo on start up) in my opinion, CocoonJS is falling behind the gutters as we speak, relationships between Ludei and Scirra seem dull.

    With Intel and their Crosswalk, they seem to collaborate rather nicely recently, dispite the exported file size, which is still being improved on. You can not just say Crosswalk is "an alternative" to CocoonJS just yet, seeing CocoonJS has been available for much longer than Crosswalk.

    My two cents.

    if you become a premium member of CocoonJS you can't remove the logo at the first splash??

    yes, I see how slow is the update of CocoonJS, and I don't understand why...

    we have another way to publish on iOS?

  • Well yeah, I am not worried about C2 at all - these guys and their software is amazing. When you mix CocoonJS in, it's another story. But alas, I'm probably being too pessimistic here... just being cautious, that's all.

    yes, for know I test my game with cocoonJS and I have 61 fps... for know I don't need to make a social feature, (very important) when I need, I will look how to do this...

    some website or company offer a subscription a years for get a special update for plugin or extensions... I think is good if Ashley make somethings like that... just find some people to work in the request of plugin, and release a special plugin for the member... and I think is very important to support cocoonJS in this case.

    If we are a lot of people, is right to pay for get a plugin because it is work... I prefer pay a years and have a plugin to get my games in some store and earns from my games, like a perfect plugin with ads, social etc...

    this is can work, and who is very interested to earns from the games is interested to have a good plugin...

  • I can't find any construct 2 examples and also the tutorial also seems not to work

    is not construct2, you need to make a php... construct2 will send e take just the information... you need to find in internet some example how to make registration and login with html and php, when you have php, just GET the variable with contruct2 in php file.

    you need to make a local server to test in localhost

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  • DUTOIT It didn't worked for me and a lot of other people. See the comments!

    I achieve this 2 months ago

    you need to make a registration system with database...

    at the first time, I suggest to download XAMPP to make a local server.

    after that, you need to make a database, and with the php you need to make a connection with the database and make some code to make a registration and send the information to the database.

    construct2 will update the info with GET and POST like: registration.php?user=blabla&password=123456

    when you make a variable in construct2 like user and pass, you need to get the information with AJAX with a "request" url, like:

    "registration.php?username="&***variableincontruct2&"&"&"password="&***variableinconstruct2 "

    you need to find some example on the web, and about this topic there are a lot of example with php and mysql

  • ... at once.

    It's the only time my games tend to lag severely.

    Any info on why this happens?

    I'm not even talking a BUNCH of objects, maybe just 3-4.

    do you have capx? you export in cocoonJS? etc...

    you should look in the debug mode and you can try to make a new project for this scope

  • There is nothing in the engine itself that uses more memory or CPU depending on the layout size, so it's true that the layout size itself has no effect on performance. However if you fill a larger layout with objects, it's more likely to have a lot of objects, and having lots of objects can reduce performance. But in that case it's the object count reducing performance, not the layout size.

    yes, I made a test with 20'000 x 20'000 and is working perfectly

    another, I'm making game with 8000x 2000, with the same range for 3 tilemap, and 8 layer with 3 background.... and the fps are 61 in iphone5s

    I suggest to try and look in debug... make a different way is the best method to see which way is better

  • Ribis how much would it cost to make a plugin? Do you have anyone in mind who will be able to do it?

    I don't know, we need to look how facebook in iphone work... it's possible to make it, I can try to look the manual of cocoonJS, you know, in the example of cocoonJS we can use facebook... we just need to make a plugin for construct2... the money will make a process easily...

    I think, if Ashley make a special update for plugin with 30$ a years for example, would be easy to find some people to make and update the plugin... construct2 is a good software because you can upgrade with java and the html5 every years will be better with a good performance for all of device

    I am deeply worried how things are going to work in the future when using C2 and CocoonJS together, to tell you the truth.

    Currently prototyping a second game after some success with Apple and I feel like I'm taking a bit of a risk here using this tech. I don't know, just a gut feeling that something's not quite right here.

    yes, I know how you feel, for this reason is a good idea to learn by hand how you can move in another direction... but I think now, the "technology" will change with html5, you can see how work construct2, all of device will support html5, it's easy to export and the technology of device every years will be more powerful to play the html5 software...

    I remember when I used flash, it's completely different and the html5 is better

    Construct2 is the best software in this case, you can make plugin with java and we have the fantastic update like every month and the performance are very good... I tried another software (I used lua for programming) and for make a stage with 3 physics objects with box 2d take a lot of time...

    html5 will not death, for this reason a think construct2 every months/year will be more powerful with a perfect performance.. one day maybe, we can export for ps4 and xboxOne

    for this, I suggest to make a special registration by 30$ a year or more to give a good plugin with a update and with a compatibility with cocoonJS...etc

  • Hi everybody, I have some question about how Construct2 can access to local files and update them.

    Now, In construct2 is possible to request a file project in folder with AJAX, but I am confused about how we can update the local file.

    this step is very important to make a dinamic games, because you can save a lot of local data (like JSON) and you can load into the game. but if we can't update the file into the app will be very strange to savegame... in local...

    now, for the web is easy to fix this, you can make a database and a users to load e manipulate the data, but I'm worried about the local savegame.

    if we like to savegame on iphone for example, how we can fix this? I don't like to force the login for load a simple savegame... I saw how the normal app in iphone works, with XML and JSON, and the apps save the data in a folder of the app

    I start now to export my game with cocoonJS, and I need some help to understand this, savegames are the most important to make a good games... maybe I'm wrong and when I publish the app and I install my app in the iphone, the phone will make a special folder for the cache where is impossible to delete the cache with safari

    I need some explanations about this...

    Thank you very much

  • ok, I ""solved"" this problem with webstorage, but actually, if I clean all cache from the browser I will lost all of the data.

    this achieve is very important... how I can make savegame on iphone with CocoonJS? if I can't edit a local file it's a big problem for everythings...

    no one have idea to do this?

    thank you

  • hi everybody, I have this problem:

    How I can update json file in construct2?

    http://www.umbriadesign.it/edit_array.zip this is the project, my problem it's to save the new array in the json file...

    thank you very much!!

  • I try CocoonJS for my game, and the plugin is awesome, (for now) 61 fps!!

    I never try to integrate facebook on mobile, but maybe we need to read the manual of cocoonJS to integrate the connection with java?

    fot the computer is no problem, because you have php or java to connect with ajax connection in construct2, but on mobile you need to integrate with the application of facebook maybe?

    I think, we should make a donation to someone or some group of people to make a good plugin to integrate facebook... like 30$ a person can make a good chance...

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Ribis

Member since 22 Oct, 2012

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