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  • Oh, maybe they updated to support MP3, or that particular model of phone adds support. However, we're kind of waiting for Android 4 to come out anyway - it has a hardware accelerated canvas, so Android versions before then are probably too slow to play HTML5 games well.

  • I think there's a genuine case for having a kind of marketplace - not only are there users who genuinely would benefit from buying artwork, but it also makes it a place for artists to host work and make a bit of pocket money for themselves as well.

    On the other hand, like everyone says, we'd like to avoid Construct 2 becoming associated with boring samey template games, because it's far more powerful than that.

    We're busy with a whole pile of plans right now so this probably wouldn't happen until some time later anyway, but if we did anything like this it would require some careful thought to execute well.

    BTW, MikeWhis, just out of curiosity how did you hear about us? I wouldn't have thought many Gamesalad users have PCs.

  • Workarounds using iframes do not avoid the license. If your game uses MP3 technologies to play audio, you're liable for a license, regardless of the actual method you use to play it.

    I had a quick look and the Android browser does not appear to support HTML5 audio at all yet, so MP3 won't help you there. However most of the phones Android is on support Ogg Vorbis, so I would expect Android 4 (due to be released soon) to support Vorbis.

    Safari on iOS should support AAC.

    PhoneGap also provides some mechanisms to play audio via the native engine, which might allow us to fix it. I'll look in to it. In short, it should be fixed soon, so there's still no need for MP3.

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  • (This is an old post - since this thread was made we've added support for PhoneGap)

    The MP3 licensing site states that you're liable for a $2500 license if you distribute your game 5000 times (presumably meaning downloads). So I would prefer to avoid the MP3 format entirely! AAC is better quality, smaller filesize and free to use in games. So everyone should use that! (Actually, everyone should use Ogg Vorbis, but either is better than MP3.)

    Edit: I went through my emails and actually got in touch with the MP3 licensing people a few months back. They seemed to say (through politi-speak) that even free games are liable for this license, based on the argument that "any use of mp3 is designed to take advantage of its ubiquity, create fans... build a reputation, etc... so there are very very few instances where our license is not required".

    I couldn't believe it. That's why we don't support MP3 at all and only use AAC and OGG - it's you lot who are liable for this $2500 license, not us, and we don't want to put anyone at risk, especially when AAC is better in every way.

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  • Edit: this is now covered by the manual entry on installing third-party addons.

    New addons

    Newer plugins and behaviors support .c2addon packages. If the plugin developer distributes a .c2addon file, simply download it then drag and drop the file in to the Construct 2 window. Construct 2 will ask you if you want to install it. (This is only supported in r120+, so check your Construct 2 version if it does not work.)

    Old addons

    Older addons are usually just a collection of files. You need to close Construct 2 and copy the folders to the install directory - one of the following depending on whether it's a plugin or behavior:

    <install path>\exporters\html5\plugins

    or

    <install path>\exporters\html5\behaviors

    In these folders each plugin and behavior has its own folder with a couple of files in it. Copy the plugin or behavior you've downloaded there, launch C2 again, and you should see it in the editor!

    Effects are slightly different: they're just a .fx and .xml file. These go in the effects subfolder in the install directory.

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  • We only allow built-in converting to AAC on Windows 7.

    OGG is a free and open format so we can implement it in Windows XP just fine. However, AAC is a patented licensed format. We cannot encode it to AAC in Construct 2 without having to pay a license which would probably put up the price of Construct 2. The exception is Windows 7 which has a built in AAC encoder which we're allowed to use for free.

    To work around it, you should be able to find some free AAC converters (have a quick Google). The final filename should be .m4a. You can then convert the files yourself, and import them to Construct 2.

    If you find this annoying, you can blame Microsoft and Apple, who refuse to support the free OGG sound format in Internet Explorer and Safari.

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  • The Mozilla Developer Network (MDN) is the best place to look this stuff up.

    HTMLImageElement (which inherits from Element)

    Image doesn't actually do much - you'll probably want to manipulate it via the canvas methods:

    HTMLCanvasElement and CanvasRenderingContext2D

    Construct 2 uses the canvas method to generate new images for auto-mirror/auto-flip. Beware of browser security limitations though: no image manipulation methods work on the file:// protocol for security reasons, so anything you do will only work in HTTP mode.

  • To simulate left and right you need to use the "Left arrow key is down" (i.e. the continuously true event) rather than the "On left arrow key pressed" (i.e. triggered).

  • Thanks for the input everyone, it's good to hear these opinions. Here's my comments:

    Is making an EXE wrapper much more feasible than a full exporter?

    Yes, it is actually, and could be relatively straightforward to do. However, I'm worried about causing confusion if we do later release a "native" EXE exporter - I anticipate a lot of users confusing it with the HTML5 "wrapper" EXE, or not being clear on the difference (it may seem obvious to experienced users, but remember Construct 2 is aimed at largely non-technical users). So I would prefer it to be an "unofficial" or third party option, not integrated with the editor. Some people posted some links a while back already - perhaps it'd be worth double checking how well those work?

    is it possible to play HTML5 offline?

    Someone's already confirmed you can, but I just want to link you to this tutorial on offline support which has more info.

    The first thing I do when I find a good browser based game, is look for a way to download it and play it in fullscreen.

    Try making a game using one of the 'fullscreen in browser' options. Then hit F11. In the top 3 major browsers, you're now playing in hardware-accelerated fullscreen. Fullscreen gaming is perfectly possible in HTML5. The main barrier is people aren't used to it - like you say you assume you need an EXE to play fullscreen, but it's perfectly possible to do it in a browser, you probably have just never hit F11 to play a fullscreen browser game before.

    There's even a Fullscreen API for HTML5 in the works.

    Can HTML5 support controllers/gamepads on windows/linux/mac?

    Mozilla are working on a Joystick API for HTML5, which they'll probably push to have standardised. So hopefully real joystick and gamepad input (not joy2key) will be possible in HTML5 games.

    Overall I think there's a big culture shift here - who expects to visit a web page and start playing a hardware-accelerated fullscreen game with shaders controlled by a gamepad which also works offline? However, it seems this will be possible in the near future. Then, remember that to download and install an EXE, the user must go through several intimidating security warnings. Added to that there's a very small but genuine risk of viruses, malware and adware whenever downloading EXEs from the web. Some non-technical users are advised simply never to download EXEs from the web as a general rule. Compare that to an ordinary web page.

    HTML5 is a work in progress, but I think in the near future it will be doing a lot more than you expect!

    Disclaimer: I'm still not saying we won't make an EXE exporter. HTML5 is unlikely to ever out-perform a native EXE, so there's still a solid case to make an EXE exporter for performance reasons. My main argument is that I don't think fullscreen or offline support require an EXE exporter, because HTML5 can do it already, people just don't realise.

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Ashley

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