Ashley's Forum Posts

  • Can you share the files you're importing so I can try this myself?

  • It's a known bug, you need to delete phonegap.js before uploading, should be fixed in next build.

  • We don't have this implemented yet but if you track the TouchX/TouchY co-ordinates and see if they move quickly enough you might be able to detect a swipe that way.

  • You should definitely support different canvas sizes, it'll be difficult to use without!

    I'm willing to add an Export for Wordpress option, but does it really need to change anything? Aren't you just running a C2 game in an iframe? You need to take off the page margin so it top-left aligns and that should be it.

  • I think Apple want to at least delay HTML5 apps from competing with native apps, since the features and performance of native apps is probably a little better. But it shouldn't be a big difference so it's annoying they're being slow with it.

    If you hack the web view to enable WebGL, Apple will most likely reject the app.

  • Firstly I thought mobile browsers were clever enough to pause the game when something else comes to the foreground. So I guess they are not very clever.

    Secondly I had no idea this could get you rejected from the app store! So I'll try and fix this ASAP.

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  • This looks amazing. Done a facebook/twitter/G+ post on it.

  • You can do this already with PhoneGap and appMobi.

  • We're working on directCanvas acceleration with appMobi at the moment. They're going to release it for Android soon as well - hopefully that will boost performance a lot.

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  • Glad to hear it's sorted :)

  • Savvy001, your .capx is insane! You're trying to play a new sound every tick, 60 times a second, and that's exactly what overloads and breaks the browser's audio engine. It only works in Chrome because it supports the Web Audio API which is a robust audio engine. You should try other browsers though, because it doesn't work at all in any browser other than Chrome.

    All I can suggest is play one looping sound on start of layout and adjust that dynamically. This is not a C2 bug, you're giving the browser way too much audio to handle.

  • rafhelp - you seem to be confused, none of your code makes sense... newline is an expression in Construct 2's event system only and makes no sense at all in Javascript. Construct 2 replaces newline with '\n' by the time it reaches any plugin. So in your plugin you do not need to worry about line breaks at all. The user will simply use the newline expression where they want it in the event system, and your plugin will receive a string with \n in it.

    Edit: moving to SDK forum

  • Your example does not work at all for me, I hear nothing. Please make a simpler example with just playing audio if the audio is the problem, since I can't easily tell if one of the other events or a third party addon is causing a problem.

    And just to get a clear answer.

    Why does C2 not support pitch change?

    Construct 2's Audio object does not implement an audio engine. It just lets you use what the browser provides, and if the browser does not provide pitch change, the Audio object cannot have it either. You should be aware "playback rate" does not necessarily mean pitch change - it can also mean playing the sound in a sort of slow-motion effect, without affecting the pitch. Different browsers implement playback rate differently so it's not guaranteed you'll get either effect unfortunately.

  • If you test plugins have you seen Developer Preview Mode as described in the SDK documentation?