Ashley's Recent Forum Activity

  • TBH if you don't pay for a host you'll either get limited bandwidth, adverts pasted all over the site, or really crappy service (expect lots of downtime). You get what you pay for :-\</p>

  • Yeah, the browser object already has 'Request fullscreen' and 'Exit fullscreen' modes, which should work in FF10 and latest Chrome.

  • Oops, typo in the expression checker. Fixed for next build.

  • Heh I think it may have been fixed in Chrome 18 beta anyway since I can't repro it there, but... got there in the end anyway...!

  • Did your computer support WebGL before hand?

    I'm on Chrome 18 beta too and it has a feature where it will use a software renderer for WebGL if it's not supported, with the intention of making 3D stuff work. They've licensed one of the fastest software renderers in the world for it apparently, but it's still nothing compared to real hardware. The problem is we've benchmarked WebGL and found it to be 2-3x faster than canvas 2D in the past, because WebGL was always hardware accelerated. Now they're adding a software renderer for WebGL it's worrying because it might "usefully" switch to the software renderer when WebGL is not supported, which may be slower than the canvas 2D. Hopefully it won't affect many people because it won't take over if hardware-accelerated WebGL is available, but still, WebGL doesn't work everywhere... I'm going to try contact them to figure out if this will be a problem.

    Meanwhile if you go to chrome://gpu, does it list everything as hardware accelerated at the top?

  • We basically were planning to re-add Construct Classic's controls here, but we can make some finer tweaks when we come to do it. I didn't think anyone had that big games that needed it yet.

  • I don't think our UI library supports breaking out the tabs in to their own window, so it would be difficult to do I think.

    However there's an obscure trick which I didn't even realise was possible until someone *else* discovered it: click and drag one of the tabs in to the main view, and it will create a split screen view. You can use this to view a layout and event sheet at the same time. With some careful resizing, you can make the main C2 window really wide, set the separator just between your monitors, and you kind of have a silly version of dual monitor support, heh.

  • No, this won't work on Construct 2, because generally servers need to know the correct file extension. Plus it's not really security, just obscurity.

  • Yeah, a lot of publishing methods require your own hosting. TBH hosting is dirt cheap these days and all you need is a static file host which should be cheaper than the ones that support server-side scripting. For a tenner a month you can probably get an acceptable file host (anyone have any recommendations?)

    You could also try plugging in a Scirra Arcade URL, but that might be against their terms of service since you're using another arcade, plus it will show our embed ad.

    • Post link icon

    Hi all,

    Mozilla and Google are working on gamepad input for their browsers. It's very much experimental, but is basically the coolest thing ever. I've been playing around with it and have got some simple input being detected.

    Unfortunately, the input is a mess. For one controller, the list of buttons and joystick axes can come back in completely different orders (sometimes even buttons counted as axes and vice versa) depending on the browser, the controller and the operating system! For example my XBox 360 controller has the buttons in a different order between Firefox and Chrome, and apparently (although I haven't tried yet) it changes again if you go to Mac, and so on and on.

    However if we do a lot of testing with different controllers, browsers and OS's, I can build mappings in to the gamepad object that makes it consistent everywhere. For example, regardless of whether you've got a Playstation 3 controller or XBox 360, Firefox or Chrome, or Mac or Windows, it should consistently work with "left analog", "d-pad", "face button 1" and so on. I need help testing this though! It would be very nice if this was working smoothly with all common setups when support arrives in the mainstream browsers.

    <font size="5">How to help</font>

    You can help by digging out any old controllers you have that plug in to your PC. Then, you need to install special versions of Firefox or Chrome which support Gamepad - it's not in the mainstream releases yet.

    Firefox 11 nightly with Gamepad support:

    http://people.mozilla.com/~tmielczarek/mouselock+gamepad/firefox-11.0a1.en-US.win32.zip

    Chrome 18 beta:

    https://www.google.com/landing/chrome/beta/

    Once installed, you need to go to chrome://flags and click 'Enable' for 'Enable Gamepads' to turn on support.

    Warning: installing beta versions of Chrome can sometimes overwrite your user profile. e.g. in the past I've had trouble going from a beta version of Chrome back to the stable one. Back up your profile first if you can, or just skip testing. The Firefox install is just a zip with the EXE inside it so it should run totally standalone.

    <font size="5">Run the test</font>

    It's here:

    http://www.scirra.com/labs/gamepadtest/

    Nothing will happen until you press a button on the gamepad. Then, if you're properly set up, a list of buttons and axes should appear, with the name of the gamepad at the bottom.

    One by one you can then test each axis and button, and see what order they are listed in and write down the results.

    <font size="5">Results for Windows/XBox 360 controller on Firefox & Chrome</font>

    Here are my results to show the idea - listing the OS, browser, controller name as it appears in the test, and button and axis mappings.

    Windows - Firefox

    "45e-28e-Controller (XBOX 360 For Windows)"

    Button 0: A

    Button 1: B

    Button 2: X

    Button 3: Y

    Button 4: Left shoulder button

    Button 5: Right shoulder button

    Button 6: Back

    Button 7: Start

    Button 8: Left analog button

    Button 9: Right analog button

    Axis 0: Left analog stick X axis

    Axis 1: Left analog stick Y axis

    Axis 2: Shoulder triggers (left up to 100, right down to -100)

    Axis 3: Right analog stick X axis

    Axis 4: Right analog stick Y axis

    Axis 5: D-pad left and right

    Axis 6: D-pad up and down

    ======================

    Windows - Chrome

    "Xbox 360 Controller (XInput STANDARD GAMEPAD)"

    Button 0: A

    Button 1: B

    Button 2: X

    Button 3: Y

    Button 4: Left shoulder button

    Button 5: Right shoulder button

    Button 6: Left shoulder trigger (up to 100)

    Button 7: Right shoulder trigger (up to 100)

    Button 8: Back

    Button 9: Start

    Button 10: Left analog button

    Button 11: Right analog button

    Button 12: D-pad up

    Button 13: D-pad down

    Button 14: D-pad left

    Button 15: D-pad right

    Axis 0: Left analog X axis

    Axis 1: Left analog Y axis

    Axis 2: Right analog X axis

    Axis 3: Right analog Y axis

    <font size="5">Please note...</font>

    We only need each combo of OS-browser-controller tested once. If your combo is already tested in this thread, in order to keep the thread straightforward, please don't post it again. However, it's worth noting if yours is different to anyone else's test, just in case there's something funny going on.

    Thanks everyone and hopefully when Gamepad support comes it will be awesome :D

    Edit: if you want a quick test, try Space Blaster with Gamepad support:

    http://www.scirra.com/labs/spaceblaster-gamepad/

    Probably only supports XBox 360 controller at the moment.

  • To be honest it's their loss if they make it hard to publish Windows 8 Metro apps - there's a tonne of other places to publish HTML5 games. So let's hope it's a smooth experience.

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  • You should use sprites for that too. Adding collision detection to the Particles object would be extremely CPU intensive.

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Ashley

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