LolindirLink's Recent Forum Activity

  • That one person voting no tho... :') this is GREAT for Construct2/(3) regardless of personal favorite console.

    The maybe's are understandable: does it mean slower support for other features (or other devices?) if so, what could they be?

    (Raspberry could use improvements! but I only tinkered with the pi2 in a DIY retro cabinet with 12" display) a Retropi Convert would be the dream <3 could this be possible at all?!? Ashley Retropi supports a wide range of console although they're (all) from before the HTML5 era..

    have you guys investiged the "NX" Devkits already? i know this can't really be discussed, but you guys could likely say if it's hanging more to one side or the other? maybe. maybe wishful thinking for now tho

    but THE question above anything else: Construct 3. is it a game-changer? (again) or a upgrade with it's primary focus on multiplatform support?

    too offtopic. but it's off the chest for now. hah..

    -btw. i totally voted "yes" ofcourse, even tho i don't have the xOne-

  • my first C2 app is also now out on the Google play store!

    90 Degrees has 26 levels in it's current state with more levels coming in the near future.

    https://play.google.com/store/apps/deta ... etyDegrees

    Still in beta, feel free to crash something here and there.

    but hey! it's free!

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  • it seems to be working fine on my end.

    what exactly isn't working?

    (do you want the player to follow the line?)

    which could be done by letting the player follow the levels in between the current location & next location.

    player = lvl1 - Click Lvl3 - Lerp from Player Location to 2 & incrementing untill next location reached. 3 in this sample.

  • > I'm not aware of any bugs in the video plugin right now (other than the one we just fixed in the latest beta), so if you find any please report them as usual following all the guidelines. However video is a bit tricky due to the browser support situation:

    >

    > - generally Chrome can play any format, but Chromium (NW.js, Crosswalk) cannot play H.264 (because it's a patented format and Google only have a license for Chrome). VP8 should work. You have to encode these videos yourself, so make sure you get the encoder settings right.

    > - iOS can only play H.264, not VP8, VP9 or Theora. You can add multiple sources to the video plugin and it will fall back as appropriate. So to guarantee playback on all platforms you need VP8 and H.264.

    > - on mobile (both Chrome for Android and iOS Safari) you can only start media playback in a touch event. This applies to music as well. Construct 2 uses the same workaround for video as it does for music: if you try to play when you're not allowed to, it queues it up to be played in the next touch event when it will be allowed. However this means you must touch the screen at least once for there to be any chance that video can play. If you're just starting up the app and watching it, it won't be able to play until you touch it.

    >

    Thanks, Ashley for the info. I have three encoded files that I bring in: mp4, webm, ogv. Even in the case of the encoded VP8 webm file, the audio from the video plays, not the video itself. There's a little black box of the video that pops up, but the actual visuals in it don't play when I test over LAN. You can only hear the audio and see a black box.

    I don't know how to attach a .capx file but I can leave this link to DL from my Drive account for someone to test and see if they get the same result as me. https://drive.google.com/file/d/0B9UIax ... sp=sharing I just saved the file as a capx.. not sure if it keeps the video in it when I share it..

    I GOT THEM PLAYING, YES!

    i simply deleted the .mp4 and Theora sources from the project (and make sure when you export to the same folder, old files -with older names- are still there)

    next, i loaded up a Webm vp8, resolution set to 1280x720 (in my 640x360 game!) variable bitrate of 1200 and Vorbis audio.

    the video plays perfectly fine after touching "new game" from the layout before that. so it basicly plays just fine without the need for another touch in this particular layout, so i bet you could find a way sorting your problem out as well <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    thanks again Ashley !, you guys already provide so much with C2 in general plus all the effort on your community.

    really amazing job you guys doing! <3

  • Thanks for the info. That's pretty unfortunate. The reason I'm using video is because it would take a lot of sprites to create every single animation I have. Video is the only logical choice to make it less of a memory hog. When I play it on mobile via LAN or export out to it, it'll play the audio after touching the screen. I would think that if it's set to autoplay or having the system start it, it should just play.

    I really don't get it. Maybe a dev can answer this? I know I'm new and all, but I was really hoping to take full advantage of the feature-set and getting the video plugin to handle the task.

    i just noticed in the r222 release they fixed the video bug with capitals! i'll test this later today.

    not really the "fix" we're looking for, but at least the video names will look cleaner with capitals back in them

    and as far as i know, you always need that first touch on mobile, i also managed to get audio but no video with a first touch (the video is in a seperate layout with autostart and events making sure it autostarts, and they work fine on the desktop or web versions.)

    i also used buttons to move the video to another layer, set it's size to max screen size, or original size, visibility, global, loading from another layout, went all over google.. oh, and different mp4 / webm converts, wth or without streaming option, different bitrate (1000-2500 tested) (VP9 converts crash on my end, so i can't try that yet) and i bet i missed a few more things, but basicly, no video at all. sometimes audio.

    i need the video's myself for pre-rendered animations, basicly any fullscreen animation that's too detailed or too heavy for C2 to handle.

    png sequences work fantastic but eat a lot of data. and they're all story-based, so i can't rely on the player to always have a stable connection.

    i'm not completely sure what the filesize limit are, what's IntelXDk's limit? Google / ios seem to have 2gb now? with the ability to download additional data.

    png sequences would still easily fit it these numbers are true.

    help? Ashley ?

  • video has been a difficult thing since the start, couldn't get them to play on chrome and safari, sometimes played in firefox, other times not at all. not even audio.

    removing the .ogv AND renaming every video so they have NO capitals! worked for me to get the video's to play in the browser directly from website on Firefox, Chrome & Safari. latest versions, desktop. so that's something..

    however, mobile is a B&^$% and I've been coming back and forth to this video problem for months!

    the Project is getting in shape, all smooth 60fps on mobile but basic video won't play (and it HAS to be playable in offline mode!)

    if i find anything... i'll post right here. seems to be pretty up to date in here

  • duplicate the layout with the least amount of "trash" (have a sample ready for duplication) is the etchnique i'm using for creating a new layout and having all properties and images carry over, i delete what i don't need and it's ready to go.

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  • I've been experiencing the same as everyone else

    good thing i have my mail organized tho!

    -in hotmail, click the upper right gear, then manage rules. you can precisely tell what email to go where. (folder hierarchy!)

    i hope you guys get this fixed soon, the idea that low-rep users can't post could work. but might also get botted high enough...

    paid options (recent Steam update) is no option because lots of people wouldn't be able to contribute, massive downgrade..

    personally, i'd say every tutorial has to be checked, mod/admin.

    tell tutorial makers that it can take up to 24h, but let us preview how it's going to look directly.

  • a bit late, but i was once facing a similar problem and fixed it with a bit of backwards coding, i guess

    basically, instead of relying on collision to stop the char when touching the wall, i prevented buttons to be pressed.

    so the player could not walk forward into the wall, and only go the other direction.

    when the player stopped touching the wall, all movements unlock again.

    it's be a bit more difficult in 3D tho. but i hope it could be of any help

    great work btw.! love it!

  • GamerGon:

    i cannot help but respond on the way you explain how "The Legend Of Zelda" renders it's sprites.

    it uses a old version of the knows spritesheet.

    it's build in one of N's own engines and they're always a bit different than most common engines.

    but technically what it does, is loading a grid of numbers:

    111111111

    000000000

    111111111

    555555555

    555555555

    ^ in the above example: (which is a VERY tiny script to load to start with, every number represents a small image)

    1= grass

    0=path

    5=trees

    games like Minecraft & Terraria both work in the same kind of way.

    but, with randomization added.

    the good part is:

    C2 is capable of these techniques! including randomization, physics, and constantly improving! (i love the way it updates without messing my projects up! (so far)

    now back to work!

    ~LL

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LolindirLink

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