Ashley's Recent Forum Activity

  • sqiddster, no, localvalue wasn't on that list! It's only the get key at expressions, which take an integer index rather than the key names, that are blocked. To clarify, the following ACEs work on the arcade:

    Local key exists

    Session key exists

    Set local value

    Set session value

    Remove local value

    Remove session value

    LocalValue (get local value)

    SessionValue (get session value)

    The following are blocked:

    Clear local storage

    Clear session storage

    LocalCount (number of local values)

    SessionCount (number of session values)

    LocalAt (Nth local value)

    SessionAt (Nth session value)

    LocalKeyAt (Nth local key)

    SessionKeyAt (Nth session key)

    The latter can also be worked around if necessary, but with a lot to do that build I thought I'd just get the basics out in time for the competition. You can still save and load values. The blocked stuff, without some extra work, would allow using and modifying other game's data, since they work with the global list of all saved data. That's why for the time being they're not allowed. Do you urgently need any of those other features?

  • This should be fixed in the next build, hopefully out shortly!

  • Yep should be fixed in r80 which should be out shortly!

  • Also works here! Not sure what could be happening... are you sure the 'z' key works on your keyboard? :)

  • Oops, thanks, fixed in next build.

  • Once you're set up with an account, you also need use Construct 2's 'Export for AppMobi' option, and export over the existing AppMobi project (by default in Documents). Then, if the XDK is already open, click the 'reload project' button *twice* (a few seconds apart) to see the change. You have to reload twice because of Construct 2's offline caching: the first reload will see the update and download it, but keep using the old version, then the second reload starts using the update.

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  • We're HTML5 only for the time being. However HTML5 games are slowly becoming more like EXE games. You can run HTML5 games from the desktop with Chrome, Mozilla are working on a similar solution, and of course Windows 8 can run HTML5 apps from the desktop.

  • No worries, should all sorted now!

  • Where can I get Awesomium 1.7 to try out? :P

    I'm still concerned it won't do WebGL as fast as the real Chrome does. Chrome uses a sophisticated multi-process model to maximise performance. I don't know how it works but if Awesomium stays single-process, it will use less efficient code paths through Chromium, so WebGL will indeed work but it still may not guarantee good framerates. We'll just have to see.

  • There's also a big difference between a DSP library and a game audio engine - the requirements are pretty different.

    FYI sound should work in appMobi, and the next build should get sound working on Android via PhoneGap. The situation is slowly improving. I'm sure with time it'll get better.

  • Your games are still coming through to the moderation queue just fine. Tom will probably fix the submission page soon but please do not submit your games more than once! I'm going to have to reject a lot of multiple submissions.

  • It's been on Tom's todo list to add support for fullscreen games, we just have a lot to do. FYI according to our site stats about 10% of people don't have screens wide enough to fit 1280 wide still, and consider it might be far too big for mobile too.

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Ashley

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