Ashley's Recent Forum Activity

  • Savvy001 - you can determine how much time has passed since the app was closed by storing the time in 'On suspended' and 'On resumed'. You can then simulate that much time passing. It's a really bad idea to leave the game *actually* running because it would waste all the device's battery!

  • We just write the importer - if you're using the SCML plugin, you need to ask BrashMonkey about that.

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  • Are you sure each browser is installed? Does Chrome work? What's set as your default browser and does it launch if you choose "(default)"?

  • They always pause when switching away. Why would you want it to continue?

  • Try the Pin behavior.

  • I think the solution is to make sure your server supports SSL. I don't think Facebook support apps that don't run over SSL.

  • I'm not convinced Ejecta is the perfect solution - it still lacks browser features like the Web Audio API, XML parsing with XPath support, and so on. Everything CocoonJS is missing should be coming soon, like GameCenter support. It's a huge amount of work maintaining extra platforms which aren't real browsers because of all the real browser features that are missing (and these notably include developer tools, debuggers, the console etc. which all helps make development easier). We're keeping an eye on several possible alternative solutions that may appear eventually - hopefully things will keep improving with the current systems though.

  • You might want to ask questions about the CocoonJS Cloud Compiler on Ludei's forum instead.

  • Use separate pinned collision sprites and put them in a container. That will automatically handle creating, destroying, and picking the associated object. I don't think we should add multiple collision masks to the editor, because this is a good solution with containers, and it becomes confusing if you have separate collision masks (which one should behaviors collide with?).

  • They're different. Tint just does:

    red * red tint

    green * green tint

    blue * blue tint

    Adjust HSL does:

    convert RGB to HSL

    hue * hue adjust

    sat * sat adjust

    lum * lum adjust

    convert HSL to RGB

    Basically, tint treats each RGB color channel individually, but Adjust HSL treats the whole image evenly. Comparing Adjust HSL to Tint:

    Hue rotate: this is a true rotation, so for example red turns green, green turns blue, and blue turns red - in a circle. Tint can't do that, it just boosts or filters individual RGB channels.

    Saturation: basically how greyscale the image is. Tint can't do that, it could only brighten or darken the entire image.

    Luminance: how bright the image is. Tint can't adjust this either: tinting all colors down will reduce the saturation, whereas turning down the luminance preserves saturation. IMO this makes luminance look visually better than tint or multiply for brightness adjustments.

    On the other hand, Adjust HSL can't make something appear only in shades of red, like Tint can: it will only rotate the hues, giving a weird multi-colored effect.

    So:

    If you want to make something look a certain color - use tint

    If you want to adjust the brightness or greyscale-ness, or make a weird color rotate effect - use Adjust HSL

    Both run all on the GPU so are probably both very fast, but if you benchmark them tint will probably be faster because it doesn't have to convert the color system.

  • It's helpful to include a link to the game so we can have a look ourselves. Are you sure you uploaded all the files? What does Chrome's console say (ctrl+shift+J)?

  • It works fine here, I can change the 'preview browser' project property to Firefox and it opens Firefox. Your .capx has the preview browser set to "custom". Are you sure you're not just getting confused?

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Ashley

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