wguilhermino's Recent Forum Activity

  • Thanks, the art wasn't done by me, it's a work from RandomFellow, except fonts and GUI.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hey there you all!

    Finally I've managed to finish a game, it's a simple bug smash game, but it's a start, one have to start somewhere right? <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    The name: Get Out Of My Light!

    It's on Google Play, made with CocoonJS, have achievements and leadeboard:

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

    Any feedback is appreciated <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • Hi, that is my first finished game on Google Play: https://play.google.com/store/apps/deta ... tofmylight

    Simple bug smasher just to finish something <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I second that. Had the a similar problem with my projects, and also with this sample capx. from the sample capx the character didn't appear to me, on my project a lot of elements didn't show when exported, but work fine on preview. So I had to roll back to 168.

    I had this problem on Safari Mobile in an iPhone 4 with iOS 7.1.

  • lucid

    Sent you the files by email. Hope this helps you see what`s happening.

    Thanks for the attention.

  • I've tried the exported nw on OSX Mountain Lion, worked.

    Also, I've removed 160.2, installed 160 again, copied node webkit folder from exporters/html5, installed 160.2 again and replaced the newer webkit folder with the older, then worked. Installed 160.2 again to update node webkit, not working again. No clue of what cause this here.

  • Link to .capx file (required! If link is blocked remove the http and www parts):

    dropbox.com/s/4606n91a7t5ebqt/nodewebkitnoeffects.capx

    Steps to reproduce:

    1. Put any sprite on layout

    2. Put effects on it (I've put tint, swirl, sphere at least)

    3. Run with Preview browser: Node-Webkit

    Observed result:

    No effects were applied.

    Expected result:

    Effects to be applied. In 160 it was working.

    WebGL is on, on project settings.

    Browsers affected:

    Chrome: no

    Firefox: no

    Node-Webkit: yes

    Operating system & service pack:

    Windows 7 Ultimate

    Construct 2 version:

    [r160.2]

  • Link to .capx file (required! If link is blocked remove the http and www parts):

    dropbox.com/s/4gy5ic9nl3ww59e/spriterbug.capx

    Steps to reproduce:

    1. Create animation in Spriter where each frame has own image, like importing a sprite sheet;

    2. Set Default pivot other than middle, and paste it to every image;

    3. Import scml/scon to Construct.

    Here's my Spriter animation file:

    dropbox.com/s/7kqttkm66on9ju2/scmlfiles.zip

    Observed result:

    First sprite of animation, when imported to Construct have the pivot in correct position, but others sprites from same animation have Construct default pivot (middle).

    Expected result:

    Every sprite created when imported to construct should have the pivot as defined in scml/scon. In this case, all of them are set to bottom in Spriter, should be bottom in C2.

    Wrong pivot breaks collision polygon, so I have to set each sprite pivot to correct position after the import. It seems that scml object draw with the correct pivot from scml/scon, and C2 draw collision with the sprite wrong pivot. I've enabled the draw collision polygon debug code on sprite plugin and saw this offset.

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Windows 7 Ultimate

    Construct 2 version:

    r160

  • Did you tried to refresh ad before showing, every time after the first preload? I had the same problem, and modified some code on the cocoonjs plugin, but in the end my events are like that: on the start of title layout check if already preloaded, if not, preload, else, refresh the ad. Then, when the user touch the start button check if ad is ready and show the ad, else go to game layout.

    If refreshing not help, I'll try to create a plugin with my modified code to show what I did.

wguilhermino's avatar

wguilhermino

Member since 23 Apr, 2013

None one is following wguilhermino yet!

Trophy Case

  • 11-Year Club
  • RTFM Read the fabulous manual

Progress

12/44
How to earn trophies