graham-s's Forum Posts

  • Just as a follow up, I couldn't get the video to play in any format!

    I wondered if the Mp4 was too large, but the Mac won't even play that one. The Mac will play the OGV file though.

    As a secondary, safari on iOS won't even load the project on remote preview, Chrome will, but no video will play.

    I tried each type independently as well as all together, none of which worked.

    So I'm thinking that video & iOS aren't the way to go for me right now, I just wish I knew what doesn't work so I can work around it.

    The file attached in the first post has been updated with all the video files (its now 100MB). No I wouldn't use it in a final version, but I was just trying to prove (unsuccessfully for me) that video works.

  • It's just above it, in the "Video formats" section.

    Ahh.. I guess 'it is necessary to encode your videos in at least two formats.' is the catch there.

    It would be nice to know however that iOS is not compatible with WebM considering the media sizing differences.

    Eg:

    WebM with VP8 or VP9 codec (.webm) (Not iOS compatible)

    Ogg Theora (.ogv)

    MPEG-4 with h.264 codec (.mp4)

    Thanks for the prompt response. Have a great day.

    "VIDEO FORMATS

    As with audio, browser makers have not been able to agree on one video format that can play everywhere. As a result to guarantee that video playback will work on all browsers and on all platforms, it is necessary to encode your videos in at least two formats.

    The Video plugin allows you to set three sources for a video in the following formats:

    WebM with VP8 or VP9 codec (.webm)

    Ogg Theora (.ogv)

    MPEG-4 with h.264 codec (.mp4)

    Browsers which support WebM usually also support Ogg Theora, so it is not necessary to specify both a WebM and Ogg Theora source. It should only be necessary to specify a h.264 source and either a WebM source or an Ogg Theora source. Since WebM is a newer and more advanced format than Ogg Theora, it is recommended to specify a WebM and h.264 source.

    The Video plugin will prefer to play WebM first if supported and a source provided, Ogg Theora second, and h.264 last."

  • iOS doesn't support WebM video. You have to provide a .mp4 alternative.

    Its a shame the video page doesn't mention compatibility in the compatibility section...

    construct.net/en/make-games/manuals/construct-3/plugin-reference/video

    Could save some people a lot of time trying to work through it.

  • There's a great plugin that does just that...

    https://www.construct.net/en/make-games/addons/189/rot

  • I have a small (1.9mb) video that I just can't seem to play on iOS.

    The video plays fine on the PC, but never on the phone.

    I've looked through the forums extensively but can't determine what is wrong.

    Any thoughts?

    Project file included. drive.google.com/file/d/1NEJbY3zLD-lHyjDajGRy8JGAYtyWlllQ/view

    (I was a bit surprised that the webm video is 1.9mb, and the mp4 is 86mb - so I didn't go that route.)

    Tagged:

  • Use a variable.

  • If you want an all encompassing solution, I can recommend Epic Platformer in the store

    (https://www.scirra.com/store/royalty-free-game-templates/epic-platformer-3118)

    It covers many different platformer examples as seen below..

  • Make sure you display the TileMap bar, you'll need it (Menu/View/Bars/Tilemap Bar)

    Once you add the tile map, use the tile map bar to load the Tiled map.

    Remember to use Tile Map layers only in Tiled.

    Remember to only use 1 tile set.

    Add a tile map in Construct for each layer in your Tiled map.

    Then you should be good to go.

  • Ashley, any updates on a desktop build for Mac?

    I know Windows has been available for about a year now? Is it likely to happen?

  • Your question wasn't very clear.

    If you want the objects to be >200 away from another object you could try a 'while' loop.

  • Try these, it should get you there...

    scirra.com/tutorials/search

  • Try Construct 3

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  • I do believe that to use the C3 runtime you need at least IOS 12. The C2 runtime can run on IOS 11.

    This per construct.net/en/blogs/construct-official-blog-1/launching-the-new-construct-3-runtime-1048

    If you're trying to use a Gen 1 iPad, I'd give it up, Safari only goes to 5 there, and apps are few and far between.

    Since IOS adoption rates are quite high, I'd target later devices. It will simplify frame rate issues etc and enable you to push the envelope further than if you cater to very old tech.

  • Any news on a Mac version of the desktop build?

  • When you press M on your project, you see...

    When you use the other example you see...

    The obstacle maps aren't aligned on yours.

    Changing your circwall looked a bit better.

    Clearer?

  • OK, that looks like the answer. If you look at your family 'walls', Rectwall and Circwall (change opacity to 75) you can see where you are checking for pathfinding. Where the blue isn't covered is where pathfinding will go through the image.

    I changed the big firewall at the top to overlap that large blue piece and it stopped crossing it.

    Creating the map this way is a lot of work for you, and probably not the easiest on CPU. Using tile maps might simplify that, or sprites with SOLID behaviours.