kmsravindra's Recent Forum Activity

  • Kali, thanks for the info. I have uploaded 10inch screenshots but not the 7inch ones...So let me give it a try.

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  • I am using Intel XDK crosswalk to build my app. When I upload the APK file to the production, then a bulb comes up next to the upload button saying "Design your app for tablets and a link - What you need to fix". When I click on What you need to fix, it says -

    Your Production APK needs to meet the following criteria:

    Your APK should include custom drawables assets for common tablet screen densities. Learn more

    And because of this reason, it looks like in the app store the app will not be mentioned in the category of "Designed for tablets". It will only be mentioned as "Designed for phones"

    In the build settings of Intel XDK crosswalk, I provided all the information needed. I am not sure what is the reason for this error. IntelRobert / someone knowing how to fix this using Intel XDK, could you please help?

  • Gigatron, There is this link wherein we could draw lines and curves using threejs - http://www.lab4games.net/zz85/blog/2014 ... and-webgl/

    Wondering if this is possible using this plugin?

    Something like the below ? -

    geometry = new THREE.Geometry();

    geometry.vertices.push(new Vector2(x1, y1, 0));

    geometry.vertices.push(new Vector2(x2, y2, 0));

    material = new THREE.LineBasicMaterial( { color: 0xffffff, linewidth: 2 } );

    line = new THREE.Line(geometry, material);

    scene.add(line);

  • QuaziGNRLnose, There is this link wherein we could draw lines and curves using threejs - http://www.lab4games.net/zz85/blog/2014 ... and-webgl/

    Wondering if this is possible using the Q3Dplugin? I havent seen the corresponding actions/conditions to draw a line, push vertices, draw curves for example. Please let me know.

    For example if the below has to be achieved using Q3D, is there a way to do it? -

    geometry = new THREE.Geometry();

    geometry.vertices.push(new Vector2(x1, y1, 0));

    geometry.vertices.push(new Vector2(x2, y2, 0));

    material = new THREE.LineBasicMaterial( { color: 0xffffff, linewidth: 2 } );

    line = new THREE.Line(geometry, material);

    scene.add(line);

    If this is not present in the current Q3D, can it be considered for the future version?

  • I really wonder why such a critical plugin such as "Canvas" is not an integral part of Construct 2! There are so many basic stuff that can only be done using this plugin, that I really feel Scirra should consider integrating this plugin into Construct2..

  • bangTop, This is great! Are you planning to add the support for all the remaining gestures as well? I thought Intel has a pre-built Javascript API for all gestures that Realsense supports...So is it like - Realsense has only some basic support API and we have to come up with our own logic for the Realsense to recognize a specific gesture?

  • QuaziGNRLnose, Thanks. It works!

  • QuaziGNRLnose, I want to change the origin of the cylinder from its center to its base. Here is what I tried but none worked. Could you pls let me know which is the correct way of doing this?

    1. I changed the origin of the cylinder from its center to its base in blender and exported the json. However, the origin is still at the center when I run in C2.

    2. I have seen this suggestion on the stackoverflow to apply - "geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, cylinderHeight/2, 0 ) );" So I used "on model created" --> Translate (local space) and then "update model matrix". This also didnt change the origin of the cylinder from its center to the base.

  • QuaziGNRLnose, any luck with the fixes that we discussed couple of months back. Thanks!

  • I have an initial layout / event sheet wherein on Start of Layout, I am preloading the Audio. Once the preload is complete, I have a trigger to go the game layout. It works on PC/desktops. However when I test this on iPad, it just stays on the first layout itself...meaning the code is not entering the condition "Audio All Preloads complete --> Go to Game layout". Any pointers on how to get around this?

    I have done research in the forums and figured out that in iPad / OSX for the audio to play, I need to delete the offline.appcache (or atleast the audio files in offline.appcache). But, if my audio files are of approx 100Kb dialogues, then how do I load them before I start the animating the character corresponding to that audio dialogue? If I dont preload the dialogue, then the audio goes out of sync with the animation.

    Please help if someone faced / resolved this issue earlier.

  • purplemonkey, this looks quite good and a great start in the right direction. Thanks for putting it together.

  • miketolsa, you are right that we cant rotate the view in 2D in the isometric grid approach that I have used.

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kmsravindra

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