R0J0hound's Forum Posts

  • It depends on the error. My guess is the two plugins are incompatible. Paster was made as a replacement to Canvas and I didn't intend for them to be used together.

    Actually thinking about it, pasting a paster object to a Canvas object won't ever work when webgl is on. It's a legacy issue and can happen when pasting various other plugins too.

  • Zebbi

    It's simple enough to test and see. Loading images is done per instance with tiledbackground instead as with per object type with sprites. To animate you probably would want to just create a bunch of instances, load a different image per one, and cycle which one is visible.

  • Try instead something like 300 to 30 to see the difference.

    Lerp(300,30, t) will go counter clockwise.

    Anglelerp(300,30,t) will go clockwise. It basically will pick the shortest direction.

  • I thought third party plugins were allowed in the arcade for a while now. I found this oldish post about it:

  • The topic with the effect probably has the best info how to do it. Unfortunately it's very specific so it's hard to do. Personally as the one who made the effect I don't think it's easy enough to use to do anything exact, rather it's more for a mode7 like look.

  • Does the example capx in my post not work? I guess I'll have to have another look at it when I get the chance.

    Edit:

    Example seems to work fine.

  • You can make a layer a layer not rotate with the layout from the layer's properties. Off the top of my head it's done by setting the parallax to 0,0.

  • To be clear it is possible without third party plugins if no fullscreen scaling is used. Also it may be possible to do by fiddling with some css of the canvas and such, but i didn't spend much time exploring that idea.

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  • The catch is with any fullscreen scaling the image will still be the size of the screen.

    If you use the paster or canvas object you can do this instead:

    https://www.dropbox.com/s/mdb3cy5pwt7eb ... .capx?dl=0

    1. A snapshot is done

    2. The image is loaded into a Sprite that covers the view.

    3. That Sprite is pasted to a paster object that is positioned to the spot you want and with the image resolution you want.

    4. The paster.imgUrl expression will give a base64 URL just like the canvassnapshot expression to save the result.

  • Using families is a way to pick separate instances at the same time. It's pretty much the only way to connect two instances of the same object with a joint.

  • What does userfolder & testfolder evaluate to? Does userfolder end with a slash?

  • Odin

    I had a quick look at your capx but I don't have time to figure out what's different from the other example I made. Sorry I can't be more help.

  • Of the 134mb most of it is the chromium web browser. If anything I imagine it will only get bigger with newer updates.

    Last I looked it's not trivial to build it from the source code to tinker with ways it can be reduced. I'm not sure it'd be worth scirra's time to cut features from it because someone would miss it, not to mention that from update to update the way to remove a feature may change. What we have is an html5 game enigine that allows any browser feature to be used, so nothing short of a full browser will support it all.

    It could be possible to make a smaller runtime with a graphics library and a small JavaScript enigine and then reinventing the wheel for any other feature needed. There is probably no interest in doing this officially. Unofficially it could be done but the issue of someone to make it and support it is a problem, as well as that could be considered curcumventing the personal licience exe export.

  • blackhornet

    That's cool. I haven't looked at how you did it but I'm glad you were able to make sense of the code to modify it. Especially since working on plugins haven't been an interest to me for a while now.

  • You have to load the image into a Sprite and then paste it into paster.