trueicecold's Forum Posts

  • - nice workaround, though I suspect that in lower frame rate situation the ship could pass by this line?

    Then again - THAT low of a frame rate means the game is unplayable

    Thanks!

  • sounds good, but I want to create different surfaces to lower velocity or increase it, so static height won't help in that case...

  • Hello all,

    I have this capx:

    http://www.fast-files.com/getfile.aspx?file=98323

    Basically this is a spaceship that moves by inertia using the up left and right keys.

    Upon hitting the floor, I want to damage the ship according to its velocityY meaning falling for a higher place will cause more damage.

    When I print out the HitVelocity inside the "on collision" event, I get the VelocityY AFTER the impact, so it shows much lesser damage...

    How can I calculate the damage needed BEFORE the impact?

    Thanks!

  • I've bought the early adopter version of Spriter Pro a long time ago, and I also bought the latest Humble Bundle, so I have a spare Spriter Pro license to give away.

    I ask that only people who are actually going to use it in the foreseeable future to ask me for the license, since I don't want it to just collect dust at someone's steam library...

    I'll decide tomorrow who'll get it

    Disclaimer: this was coordinated with lucid (AKA BrashMonkey) and with his approval, since I didn't want to do anything that will upset him

  • Hm... that is a real letdown for me

    Thanks anyway!

  • Hey all

    I'm thinking about creating a game, where the top part of the screen has its own logic, and the bottom part has random minigames appearing in it.

    So my question is: is it possible to dynamically load another layout into the bottom part? like a "sub layout"?

    Thanks!

  • > I think one of the biggest issues now with the 2.1/2.1.1 compiler is that in iOS 8's WKWebView, you can't use any ajax requests!

    > Due to Apple's bug, the file:// protocol isn't working properly. Ludei's solution was to open an internal web server and load the files through 127.0.0.1, causing all server requests to be denied due to cross domain restrictions.

    >

    > This has forced me to keep working with the 2.0.2 compiler, unfortunately...

    >

    Excuse me but why the 2.0.2? There is not a iOS Webview+ in the 2.0.2 and you can use Canvas+ and the System Webview in the 2.1.1 too, so why do you use the 2.0.2? We are aware about that bug, but it is a difficult issue to solve. We are still working on it. However, it is a better solution to use the 2.1.1 and another enviroment if you think the Webview+ for iOS is a trouble.

    Regards.

    I've just realized the magnitude of my stupidity, I could just go with 2.1.1 and "WebView" instead of WebView+... nonetheless, I still have to compile twice, one for Android and WebView+ and one for iOS and WebView.

  • Looking further, it seems Apple already fixed the bug preventing phonegap from implementing it, described at https://bugs.webkit.org/show_bug.cgi?id=137153. Also, there's a beta cordova plugin by Telerik which allows usage of WKWebView in phonegap WITH the file:// protocol: https://github.com/Telerik-Verified-Plugins/WKWebView#2-screenshot

    Source: http://devgirl.org/2014/11/10/boost-your-ios-8-mobile-app-performance-with-wkwebview/

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Wow Ashley, performance on iOS8 and safari looks simply amazing. Since it might take a while to get my game done anyways, I think I'll stick to your suggestion, Phonegap and WKWebView when its due..

    Thanks!

  • Thanks Ashley, thing is, until iOS takes the share to make iOS7 negligible, what will be for iOS7 users?

    iOS8 is at 56% right now, and I can't really release any game for iOS 8 users only...

  • I think one of the biggest issues now with the 2.1/2.1.1 compiler is that in iOS 8's WKWebView, you can't use any ajax requests!

    Due to Apple's bug, the file:// protocol isn't working properly. Ludei's solution was to open an internal web server and load the files through 127.0.0.1, causing all server requests to be denied due to cross domain restrictions.

    This has forced me to keep working with the 2.0.2 compiler, unfortunately...

    I've filed a bug at Ludei's support site, this is a very big blocker on all server data based games.

  • clockworkmonster , Yes, I know, but as far as I know, it follows the same approach as cordova - use the webview. Since 40% uses the old stock safari webview, this does not provide fast canvas rendering...

  • I've been working with CocoonJS a lot in the past few months, and while the main idea is awesome (and worked pretty well for a while), I've found lots of glitches and issues I can't ignore when relasing a game, forcing me to move from canvas+ to webview+, which dramatically hurt my game (sound issues, have to compile in an old compiler version for iOS etc...). That being said, canvas+ has worse issues than that...

    Is there any good fast canvas alternative to wrap cocoonjs games with? for android, I know there's crosswalk (although I haven't tested it yet), but that's based on chromium. Is it good enough for fast movement animations / particles / webgl effects?

    And about iOS, what's the alternative?

    Thanks!

  • Great stuff, thanks all!

  • Hey all

    I've got 2 square sprites, and I want to perform something only when they hit from the top, meaning collision from the right side of a sprite will not perform the code.

    Any idea on how to check it?

    Thanks