Ashley's Recent Forum Activity

  • We'll have custom shaders.

    It might be a CORS bug since it's new, or if you're running on file:/// the file is probably blocked anyway. Not sure I'm afraid.

  • We'll get some proper tutorials written up at some point, but basically you paste the exported files over an existing project in AppMobi then click 'reload project'.

  • Yep, sorry for late reply on this one, but this problem only affected the setup in the first hour or so of installs before I fixed it. I suppose that's the busiest hour though since we do all the facebook/twitter promo as soon as it goes up. In future if I do that again I'll try to make it clearer that it's been updated, sorry for the confusion.

    tl;dr download r77 again and it should work

  • You're right it's a little clumsy though - probably better to phrase it "sell on your details" so the recognised phrase "sell on" appears intact. However, I bet they're a million other cases across the site and I doubt we'll ever fix them all :)

  • Just to put some official word on this: we don't officially allow non-English language on the forum, but as pointed out we don't enforce this with an iron fist. The bigger problem is long discussions in a different language, which is inconvenient to moderate even with Google Translate. We do generally step in and ask people to use English where possible, but I suppose we occasionally miss some threads. I hope you don't see this moderation practicality as injustice, it's just a busy forum and sometimes stuff slips by.

    Weishaupt, you shouldn't be upset if you perceive non-English speakers to be impolite - if they don't speak English they may have already struggled to write their message so this may have distracted them.

  • FYI we're planning to add WebGL shaders integrated in to the editor in a future build.

    What's the image's source? You might have stumbled in to a cross-domain security limitation.

  • Adding dt like that isn't actually perfectly accurate, it will accumulate small errors over time due to the nature of floating point addition.

    Construct 2's runtime does its timing with higher precision to avoid that issue, so 'every 1 second' should actually be more accurate than adding 1 to dt every second. You should also just round the returned time because a game running at 60 fps only runs a tick every 16ms which means the time can be anything within 16ms of its intended time.

    The problem with accuracy getting worse over time with 'Every X seconds' was actually a small bug - I've fixed it for the next build.

  • We use PhoneGap's Media API to play audio when you export to PhoneGap, but it appears to simply not work. I have no idea why not. I'll have a look in to fixing it for the next build but I was disappointed with the results and heard it had other problems anyway from other PhoneGap developers.

    PhoneGap's priorities currently seem to be around apps and not games so I'm not sure if they're going to fix game-related issues any time soon. Some PhoneGap plugins exist that can help, but PhoneGap Build doesn't support plugins yet. Without PhoneGap Build you have to download hundreds of megabytes of development software and go through a really complicated setup process, so PhoneGap Build really is the only way to go IMO.

    I haven't got a great deal of experience using AppMobi myself, so I can't comment much, but I did seem to get Space Blaster working OK on my iPad via AppMobi so I'm not sure what "no tablet support" really means. IMO if it works use it, and I'd be interested to know how it goes for you.

  • Use the Touch object to access the accelerometer. You'll have to experiment to get it right, but you could try something like this using 'Compare two values':

    Touch.Gamma < -5: simulate control 'left'

    Touch.Gamma > 5: simulate control 'right'

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  • So this lead to the next version, what is the correct way to "animate" a sprite from opacity 0 to opacity 100?

    Try the Fade behavior.

  • It's just a comfort thing really. Set the margins to 0 and you'll see it's really cramped scrolling around the layout, so it's nice to have some extra scroll space. In Classic the ability to change the margin was requested several times so I added an option for it - I guess people just like to change it according to taste.

    The area outside the layout is useful for stowing away objects you want to place but not have in the actual game. For example, most of your bullets probably use the 'destroy outside layout' behavior. So you can have a row of your bullet objects outside the layout which will all be destroyed on startup because they're outside the layout, but it still gives you a place in the layout view to select them and edit their properties.

  • I don't see how it could be specific to C2, since the engine just uses javascript's keyup/keydown events like any other HTML5 game, and the bug seems to be that the keyup is sometimes not fired. So I actually would have expected it to affect all HTML5 games, not just C2.

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Ashley

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