purplemonkey's Recent Forum Activity

  • For reference, I'm not using minification and it is still breaking my game when I export.

    I haven't had the time to mess with it more but I will try to investigate further later this week.

  • Hi there,

    I just wanted to chime in and say that I have been experiencing a similar issue lately.

    Everything works fine in debug mode but as soon as I export my project to NW.js it all goes south.

    However, in my project, the overlay effects break.

  • Here's an excerpt from Matt Greer's site ( http://www.mattgreer.org/post/4dynamicLightingShadows )

    [quote:y2h0a32f] I have to admit I am cheating a little bit, as I am setting my lightColor to a dark grey, and not sending out light but actually darkness. This is because lighting the pixels up makes them looked washed out. There are ways to resolve this, but for now I’m cheating a smidge.

    Does anyone here know how to fiddle with the code to actually send out lights as well as darks?

    Edit: Or perhaps only lights instead of darks?

  • Would it be possible to use this plugin even if timescale were to be set to zero?

    Edit: Ah nevermind, I guess it's just a matter of setting object timescale for the Stopwatch.

  • linkman2004, Have you had a look at this yet, by any chance? :')

  • purplemonkey, I haven't had any issues with this. If you could provide a CAPX, I'll take a look and see what's up.

    As I cannot post a CAPX of my actual project I have tried to reproduce the issue as best as possible.

    The root of the issue seems to be tied with "zoom to contain" and margins.

    Thank you for looking into this, it is much appreciated!

    https://dl.dropboxusercontent.com/u/2053779/MAGICAM_CAMERA.capx

  • I would like to add that I love using this plugin. However I have come across a bit of an issue recently..

    My "COOP" camera becomes terribly finicky and does not work properly if either or both of player boxes are outside of the layout.

    Has anyone come across this issue and if so, how did you resolve it?

  • Hi ya,

    Please see provided attachment.

  • Hello everyone,

    It seems that Microsoft is planning a switch to universal apps for the Xbox One in November this year.

    You can find more information regarding the matter at http://www.theverge.com/2015/2/17/8050743/microsoft-xbox-one-apps-sdk-plans

    Here are some interesting titbits:

    [quote:1gcuy2pg]Microsoft will also publish an SDK preview in May alongside the retail to dev kit switch, and both will be available publicly for developers to start creating apps in the summer timeframe. Microsoft currently restricts Xbox One app development to a small group of app developers, and this new program will open this up to everyone. Developers will also be able to use beta apps to test them with the community, and apps will finally be able to run in the background allowing third-party music apps to continue outputting music while a game is being played.

    [quote:1gcuy2pg]Existing Xbox One apps will continue to run on the console, but Microsoft is planning to switch over to universal apps in November. The switch means developers will be able to submit and publish apps in November, and they’ll need to be built on the new universal apps SDK. Windows 10 will arrive on the Xbox One later this year to support these new apps, and Microsoft is slowing moving its approval and store policies to a pace that will allow developers to submit apps to Xbox One in a similar way to the existing Windows Store. This will allow a lot more apps to arrive on the Xbox One this November.

    Ashley What does this mean for the Scirra community? Are you in any form of discussion with Microsoft regarding Construct 2 support for Xbox One at the moment?

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  • purplemonkey found some things that might interest us

    https://www.scirra.com/tutorials/1258/c ... resolution

    Yeah, I've poked around with it but I didn't really like the results at all.

    Which is why I thought maybe Squid was using a different technique (if there even is one).

  • My game has this toggleable, as well as resolution presets.

    Are you using "canvas size" & "layout scale" for this?

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purplemonkey

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