Ashley's Forum Posts

  • Intrepid, I just tried exporting a PhoneGap test app in r83, I left in the PhoneGap.js file, and it worked fine. So I don't think that's the problem. Are you sure it's not the export bug in r81? Inni, what version of C2 are you using?

  • You should draw your artwork for the highest resolution screen, then use fullscreen scale mode to downscale it for lower resolution screens. See supporting multiple screen sizes.

  • crow34, PhoneGap Build doesn't require a Mac, you just upload a zip of the exported PhoneGap project and it can build an IPA. You do need a Mac to set it up and sign up for the Apple dev account though, but you can borrow one for that, and you'll need to do that anyway if you want to publish an iOS app.

  • Intrepid, is this a bug in Construct 2's export to PhoneGap? Last I tried the PhoneGap JS file was required, have they changed this now?

  • You need to set the layout's 'Unbounded scrolling' property to 'Yes'. Otherwise the scrolling will not be allowed to move outside the 500x500 layout area, which is required to be properly displayed when the window is larger than 500x500.

  • Thanks for the feedback!

  • What exactly is the advantage of this over PhoneGap? They both use the same phone browser, so isn't it quicker/easier just to use PhoneGap Build?

  • Apparently this .capx uses a behavior called 'Gleam', which isn't supported on the Arcade.

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  • newt, if it was done the runtime would have to include a table of all object's correct names, which would help reverse engineers.

  • Playing random sounds: have you tried 'Play sound by name'? E.g. play sound:

    "player" & floor(random(5))

    will play one of player0, player1, player2, player3 or player4 randomly. No need for extra events.

    About the tag system: what would you propose instead? Previously Classic had a 'channels' system where you play a sound on say channel 5, then you could modify channel 5's parameters. However, some people found that confusing or limiting as well since you can only play one sound on one channel so there's no grouping. With the tag system if you play all gunfire sounds with the tag "gun", you can manipulate all the currently playing gun sounds at once using the tag "gun", whereas using the channel system it's extremely difficult to do that. So do you have any ideas what would be better than the tag system or how it could be improved?

    As for muting, which browser are you using? Different browsers have different levels of audio implementation at the moment, for example Firefox until very recently (FF11) didn't support looping. So maybe try different browsers and see if it works better. There's not much we can do about that, the browsers have audio limitations, and you'll run in to them in HTML5 regardless of what tool you're using. We've done our best to work around some of the browser limitations but unfortunately there's still some trial and error involved.

  • Looks like a bug - hopefully will be fixed in the next build.

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  • This isn't supported because as part of minifying and obfuscating your project on export, object names are removed to make it even more difficult to reverse engineer a project.

    Allowing creating objects by a variable would then force C2 to include the original names of all objects, possibly making it easier to reverse engineer the project. TBH I think the best solution is a series of subevents like you've shown.

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  • Thanks for the report, you're right it's intended that this is not allowed. I've added a check to prevent it for the next build, so it should be fixed then.