Aphrodite's Forum Posts

  • Insert The browser object inside your project, and use the request fullscreen action, that should do the trick

  • Ashley

    dont forget that cocoonjs maybe is complicated but faster and performance accelerated using canvas + and support as well web-gl better than ejecta

    It is not complexity the problem, it is than not only it is not based on a browser technology (ejecta suffer the same issue), it cannot be edited in any way possible by scirra (ejecta atleast can be modified incase of a big issue, I think crosswalk can also be modified too, and phonegap rely on the device itself to do everything), AFAIK there is no way to compile your application offline, or to an ancien version (crosswalk suffer the same issue I think, unless there is a way to mount a crosswalk app offline?), the memory management C2 does is not compatible with cocoonJS and it does not seem to be in ludei's plan to change that, also I think there are solutions to have advertisement and in app purchase in crosswalk and phonegap, not sure about ejecta though, so this argument is for iOS only, CocoonJS does not support all of C2's basic features, and if they do ANOTHER breaking update, user will complain to scirra once again, it is not about JS performances only, it is also about compatibility, you cannot make a big game on cocoonJS nor use all of C2's feature.

    It should not be advertised as an export option of C2, since scirra has 0 control over it (ludei does not seemto care about the request of scirra, scirra cannot correct things by themselves, they cannot do anything, at least intel is listening, while crosswalk has issues, it is still better to make it work than to rely on cocoonJS, and ejecta can be modified in case of a big issue), and so should be depreciated (still usable, but not listed as the others exporters are shown) because it is not a main target of C2.

    As for the main subject of the thread: The plugin is now maintained by a third party only (the community), so it is a third party plugin, but a note about that in the plugin description would be nice to have(with a link to the github maybe?).

  • Not sure if that correspond, but setting it to :

    X: clamp(Objective.X, ViewportLeft(Self.LayerName)+Self.Width, ViewportRight(Self.LayerName)-Self.Width)

    y: clamp(Objective.Y, ViewportTop(Self.LayerName)+Self.Height, ViewportBottom(Self.LayerName)-Self.Height),

    Should put it on the objective unless it is offscreen, in that case it will be at the same X or Y, but stay on the border of the screen

  • As far as I know, it seems ludei is trying to make cocoonJS work based on the html5 export itself(could be wrong though), and since it is really a minefield of problem nobody can really workout on your side, and they don't seem to care, you should depreciate it, as this is just doing free advertising for their services that is hurting scirra in the long run, with it being depreciated, it means that people can still use it, but it is not recommanded and you cannot be taken responsible for it.

    Just my opinion (not only mine I would say though).

  • IMHO, chrome 64 bits is meant to work on 64 bits system the same way chrome 32 bits works on 32 bits system, what I meant by that is that there should not be any difference for the user apart from a better experience, that should be as compatible with C2 games as it was, I wouldsay no changes for us user of C2, and maybe no changes too for the C2 architecture itself, since it was meant to be clean and not rely on browser's incompatibilities and bug exploits.

    Just my opinion.

  • There is a setting in the project propriety, basically C2 by default scales up the texture before rendering them, which causes more work to be done on an higher area of display. this setting can be changed during edit time(even at runtime using a system action, don't remember the exact name of it) so the sprites are not resized before rendering at an higher area of display, which erase the performance loss but will afect how the game looks (fora pixelated game though, I wouldsuggest to have it always like that, since theyreally don't need to be scaled up anyway)

  • I would say you need to use sprites with the additive blend mode to achieve this kind of effect

    Combined with some changes in opacity

  • This thread may be of interest (the first solution I would not recommand,)

  • to be exact, the following features are not supported:

    "The following features are not supported in CocoonJS. If any of them are used, Construct 2 will print a message to the debug log saying that they are not supported.

    • The form control plugins Textbox and Button are not supported.
    • The XML object is not supported.
    • The Facebook object is not supported.
    • The letterbox fullscreen modes are not supported. If they are selected, it will fall back to 'Scale outer' mode instead.
    • The Text plugin's 'Set web font' action is not supported.
    • The WebStorage plugin's session storage is not available. Use local storage or global variables instead."
  • you can also I think load the webstorage into a dictionnary directly, then load it back to the webstorage.

  • I do not know if that would solve the problem, but the rectangular invisible sprite is the way recommended by the manual

  • You can move global vars with a right click => move to event sheet, and before it existed, you could cut and paste them, every action and condition would just reappear after the pasting.

  • I must have missed one of the change logs, or just forgot. Does C2 no longer use WAV files when it imports audio?

    I'm asking because I have a project I have been working on for a while and most of the audio has 3 files (Wav, Mp4 and Ogg). However, new sounds I import seem to only be MP4 and OGG. This is great news and looks like when exporting your project it only pulls the ogg and mp4 as well. However in my project, under sounds, there are still the wavs. In my CAPX the wavs are still there as well. I assume it's safe to delete them?

    Thanks

    Before, the wav would never be exported anyway, but you could (and I guess still can) delete them, since no exporter uses them.

  • Offline.appcache is I think the culprit

    During early tests, I delete it, and I have no problems.

    Edit:but your problem seems different actually, now that I read it again

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  • I also think it would be just useless, the forum is not great on mobile, but having an app for it is not worth it.

    What the heck withball those apps for websites?! Everyday I stumble upon a website suggesting "use our mobile app instead", there is no added value, it is just a waste of time, or it is done to add some advertisements easily.

    Asfor mobile versions, I am against since it is mostly done by extracting the bare minimum of the website and ruining the look. but I can tolerate them if you can switch frol one to another in one touch or click (on the page, not the option of the browser)