Aphrodite's Recent Forum Activity

  • With the canvas plugin (search it on the forum), you should be able to just screenshot the part you actually want.

    As for choosing to display an image from the computer, the filechooser object is the way to go.

  • be sure that the br is part of the string

    "My name is... <br>Mister Madam!"

  • Might not be that, but you need a for each with the On Timer trigger if multiple instances have this triggering at the same time, not sure why but I remember it.

  • ErekT I think people were refering to the set color effect rather than the tint one.

    As for texture atlas, well, having the same texture being centralised in the project so it can be edited once to apply everywhere is a nice idea I think, but the current way textures are saved in c2 seems to not go well with it, but that may not be an issue in the end.

  • I can understand the concern of ashley as, if the force own texture is ON, it is because it is required (if it was n0ot you would have letted it be off in the first place and so, the request there also does not make sense), and so turning it off just would break the desired effect (at least I never needed to trigger it at runtime).

    So it is not obvious why it is needed, apart from the mask but then it would be clever to request a better masking system.

    Not attacking, just saying that it was obvious that the earth was round nowadays but before the obvious thing was it being flat.

  • Well, this is a matter of opinions without much details, but as far as I know:

    C2 downloads every graphic assets on start, thus the initial loading time may be big, however it will only happen once since the entire game is cached (currently with offline.appcache, the way may change in the future), multiple projects is not something I would recommand but is doable technically with a browser go to URL, but then you have the same issue with each level when you wait for it to load (except that you can use a loader layout so it looks like a simple loading screen, which it is in that case.).

    External files can be requested on demand with the ajax object, I did in the past had levels being just text files being interpreted (it was my own system for recreating the level from the text files), I downloaded them on demand when needed during the game itself.

    Audio however can be set to not be downloaded and loaded at the start, so you just request manually the sounds.

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  • When you hire your first sirkle, if you click on his protrait, the buttons to start the match disappear.

    In game however, the music is not calm I will agree, but that menu music is so cute!

    No real issues ingame for now, had to figure out that waiting does regen both HP and Endurance, the combats feels more random than strategic but that is ok.

  • The music

    It is... so calm *-*

    while I did saw some little issues with it (bugs possibly), I liked it.

    I do not know how to leave feedback on the current ludum dare games there are though.

  • sqiddster actually you posted a link to a gmail.

    Also IIRC someone on the bug report did work around it by using an homemade timer system, not sure it is applicable to C2.

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  • It is not that easy, while you have basically the same base that is interpreted (for exemple, node webkit will end up as an .exe with a bunch of files), each of those wrappers can have issues (as not developped nor maintained by scirra), so be careful to test often if you can, some people have a lot of performances issues, so reading on those forums might be something you want to do first.

  • For web no issues, html5 will do the trick (still risk of having browsers issue, like the infamous chrome bug that ruins the game due to it ruining the smoothness of the game), but that is rather a web issue that affects not only C2 But canvas in general with chrome.

    All the others are just wrapping the web game inside a browser that looks like an executable, basically, the current "better way" (as defined by the community experience I gathered) seems to be:

    Windows (Xp and up): Node Webkit 10.5

    Mac OSX : Node Webkit 10.5 (may need some adjusting)

    Linux : also node webkit 10.5, but I am not an expert on how to make it actually work, some people seems to have issues making it run

    iOS : CocoonJS Webview+ (by ludei) seems to be the best on iOS8

    Android : either the fixed crosswalk 7 version, or cocoonJS canvas+ (by ludei)

    Why crosswalk 7 and node webkit 10.5 rather than the latests ones: there is currently (7 months already I think) a nasty bug in the chromium base that basically ruins your game, and those version did not inherit the bug.

    Hope that sums it up.

    Also, apart from ludei's wrapper, do not expect any big performances gain after exporting compared to the web (there might be due to the fact the latest chrome is uhhh... but be careful keeping in mind that it is actually still a web game, just looking like an executable)

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Aphrodite

Member since 20 Dec, 2011

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