Ashley's Forum Posts

  • This is an old thread talking about r51 from August, we're now on r78!

    If you want to set up custom controls see this manual entry.

  • An easy way to do this might be to have a hidden text object with the source text, then use something like:

    On start of layout:

    • Visible text: append text: tokenat(HiddenText.text, 0, " ")
    • Wait 1 second
    • Visible text: append text: tokenat(HiddenText.text, 1, " ")
    • Wait 1 second
    • Visible text: append text: tokenat(HiddenText.text, 2, " ")
    • etc...

    Obviously you'll need to do a lot of tweaking to get the timings right.

  • You should not use cinematic animations at all in HTML5 games. They are very wasteful in memory and usually larger to download than the rest of the game combined. You should use a real video and try the video plugin, but I'm not sure if that will work on mobile.

  • Why is nobody interested in further development of Construct (Classic)?

    r2 would have been out a week ago or so already, but lucid wanted to add another fix, which combined with a badly timed format and reinstall on my part has pushed it back again - should be out soon.

    ersonally, I think that Scirra Construct needs to be "reborn" in new form. For example, it may even be a new game maker, new community, etc.

    This already happened, and we called it "Construct 2".

  • Yeah styling the form controls has been on our todo list for a while, I'll try and bump it up!

  • Heh, old thread by the way.

    I've noticed over time people pronounce both "Scirra" and "Construct" differently depending on region/accent/etc. I don't think it matters, there's no one "correct" way to say it :)

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  • You cannot use browser technologies like jCanvas to render in the edittime. The edittime is a pure javascript context - there is no browser, DOM, window, document or anything, nor can you create canvases, divs or anything like that. For that reason, there's also no jQuery in the edittime scripts. jQuery is only provided for the runtime scripts.

    So pasting code using a browser or jQuery in to common.js will also paste it in to edittime.js where it won't work. Just paste it in to runtime.js.

  • There aren't any standard category names (other than the ones you see in the dialog) because we don't know what plugins people might make!

    What is your plugin and what does it do? If you want to ask for advice I can recommend what I think the best category is.

  • Can you share your project so we can try ourselves? Does removing third party plugins fix it? What browser/OS are you using?

  • It's on our todo list!

  • If you get an error submitting to Pokki you should contact them about the issue.

    I've heard of Pokki but we're going to try and get mobile working well first (either AppMobi or PhoneGap) - browser games tend to run pretty well in a browser on desktop, so it makes sense to prioritise the platform that needs the most work first. Also, while Pokki may be cool for some, personally I see a lot more promise in Mozilla's Open Web Apps system which is in the works, and also Chrome Web Store which seems similar and has the might of Google behind it. So we're prioritising those options first. They might also overtake Pokki in the long term so I think it would be wise to wait and see how those things pan out first.

  • A license is either for a single computer or a single person.

    If it's for a single computer, anyone can use it, but it can only be used on that machine.

    If it's for a single person, you can use it on any computer, but only that person can use it.

    If there are two of you and you have two computers, either way you'll need two licenses! I'd recommend going for individual licenses since they tend to be more convenient than limiting it to a single computer. You can get individual business licenses, just make sure it's your personal name on the license and not the organisation name.

  • Sorry, this is something Facebook require now - there's no easy way around it, you need a host which supports secure connections (https).

  • 98 mb?! That's way too much for a mobile game! You're going to have to seriously take a chainsaw to it and cut it down a huge amount for it to even work on mobile. This isn't a C2 limitation, mobiles have seriously limited hardware and you must design your game for mobile from the start, you can't assume a desktop game is going to work fine on a mobile! Your desktop computer is probably well over ten times faster than a phone and likely has 20-50 times as much free memory!

    Remember .capx files are compressed, and to run on the phone it will have to decompress the entire project in to memory, which means it will use several hundred megabytes of memory. My phone often only has 50-60mb of memory free, so obviously your game is way too big to fit in memory, which is probably why some phones crash. I'm impressed the other phones can actually load it.

    I would link to the image compression blog post, but that will only reduce the filesize - since everything is decompressed when loading, changing the image formats won't save any memory at all. You're going to have to remove images from your project entirely. Do you have any large background images or objects with lots of animation frames?

    From performance tips in the manual:

    hen targeting mobile devices, you should aim to design significantly simpler games to ensure a good experience. Test on mobiles from the very start of your project to avoid any surprises and have lower expectations of framerate (30 FPS is a good target for mobile).

    Testing from the start on mobile also means if you get a sudden dip in performance you know what caused it.

  • If you're returning HTML to an AJAX request, Construct 2 can't do anything with that - you can't load HTML in Construct 2. You could try the iframe plugin and just show the URL in an iframe, or use CallJS to open it in a popup window.