[PLUGIN] Canvas

  • Nice example <img src="smileys/smiley1.gif" border="0" align="middle" /> I was on the way doing something similar.

    rojohound, is it possible to add to the Plug-In expressions, the actual/last Path (pen) coordinates X,Y?? Sometimes could be very useful just to save them, especially after the Arc drawing command.

  • I found that canvas plugin might have minify error in r123.2. The export of html is passed only if disable minify.

    Just put a canvas object into layout, then export it.

  • From r123 changelog this is the affecting change:

    pdated Google Closure Compiler to the latest version

    I don't think there is anything I can do on my end to fix it as the minifier just fails and produces a c2runime.js file with a size of 1kb containing only one comment. An empty project produces a c2runtime.js file with a size of 81kb.

    One solution would be use the minifier from a previous release. Just copy this file:

    ..\Construct 2\exporters\html5\tools\closure\compiler.jar

    from an older release over to a new.

  • Thanks, I got it.

    Another solution is turn off minify.

  • This is kind of a big deal. I mean this is a very, very useful plug, which should be supported officially.

    Ashley care to comment on what is happening here?

  • Don't know if this has been asked, but is it possible to use it as terrain, and deform it/alter it's shape so physics objects react correctly to it? I think I saw somebody somewhere say this is possible but I can't find anything to reset it's shape during runtime. I imagine it would be processor heavy, but would be fun to play with.

  • R0J0hound

    Hi Rojo

    Can u please update the canvas plugin to work together with the new savegame function of the latest beta R124.

    The plugin is a mayor part of my game.

    Kind Regards.

    Savvy001

  • Savvy001

    Just added save/load function. Re-download from first post. It is likely to be slow with larger images.

  • R0J0hound - Are you planning to make this plug-in work with webGL at any point without using the workaround that it's currently using? I really hope you will, as it currently hits the frame rate pretty hard when using it with webGL.

  • Thanx!

  • Arima

    I would like to eventually but I don't have much time as of now to do it. WebGL is straightforward enough but I will need to study C2's renderer to get it to work with effects. When I made the plugin webGL wasn't even on the table so with the 2d canvas most of the features were a piece of cake to implement. Getting it working with the webGL renderer is a lot harder and time consuming than "a piece of cake". It's more accurately somewhere between "a three course meal" and "an all you can eat buffet".

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  • I suspected that was the reason you hadn't already. Glad to hear you still hope to at some point!

  • This plugin is awesome!

    I would LOVE to see this compatible with the WebGL renderer, but after reading this thread and attempting to deactivate WebGL to see the different, my entire game shot from 50fps to 300fps. Didn't think I'd get such a difference. (Probably isn't all the Canvas's fault, maybe my whole game is just a flop with the way I've designed it, or my graphics card just hates OpenGL. <img src="smileys/smiley16.gif" border="0" align="middle" />)

    But yes, thank you so much for this plugin, R0J0hound. It's too perfect for what I need it for! I completely understand how time-consuming and sinister it would be to integrate this plugin with WebGL, but if you do, I'd be unrealistically happy.

    Again, Thanks! <img src="smileys/smiley16.gif" border="0" align="middle" />

  • This is Plugin of the plugins!

    That will be cool if C2's developers support it and make it official ))

    But it my dream

  • its posible to draw freely with the mouse, when i try it only do straight lines from the left corner top

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