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jmc-88

Member Since 12 Jul 2012
Offline Last Active Sep 04 2012 08:31 AM

Posts I've Made

In Topic: Ladybug

31 August 2012 - 09:04 AM

EDIT: wrong post, sorry.

In Topic: Canvace Development Kit

21 August 2012 - 11:50 AM

Bump!

We have just released the 0.2.3 version. We're bringing you some bug fixes and:
  • an improved setup screen
  • an improved JavaScript framework
  • some UI improvements
  • ...welcome back, tile sheet import wizard!

Also, HTTP caching should now be properly set up for Ladybug, which, by the way, can now be reached at the following URL: http://ladybug.canvace.com/

In Topic: Canvace Development Kit

03 August 2012 - 08:53 AM

Bump! Version 0.2.1 is out! Posted Image

New features in the development environment:
  • ability to export and import stages, comprehensive of all the revisions;
  • simplified installation procedure, which now creates the configuration file by itself after the first launch, guiding the user through a next-next procedure.

New features in the API:

There's also a new little, interactive demo of the A* implementation: http://www.canvace.com/demo/astar.html (You can draw obstacles, then you can calculate the optimal route from the top-left square to the bottom-right square.)

In Topic: Canvace Development Kit

28 July 2012 - 06:12 PM

@jmc-88: This looks like something I could really use. I started making an HTML5+Javascript game but moved to Flash, only to realize Flash wasn't much of an advancement. I am considering requesting to be in the Beta and porting my existing Javascript code to use Cavace, but I have one big question: Audio. I don't see any audio/music/sound classes/APIs in your docs. Does Canvace support audio? And does it support gapless looping of audio (currently the only way to gaplessly loop audio that I know of is to use the Web Audio API/Audio Data API (Chrome & Safari use Web Audio, Firefox uses Audio Data IIRC; I don't know how to gaplessly play audio in IE or Opera))?


Yes and no: audio support is still something we're working on. At the moment we provide some methods to automate the loading of the sound resources as HTMLAudioElements (check in the Canvace.Loader class, methods loadSounds and getSound), which is what HTML5 provides and is more equally supported across browsers than WebAudio/Audio Data. More generally speaking, audio support (and, specifically, gapless audio support) is still somewhat poor in most browsers: to overcome their limitations, you could try a hybrid HTML5/Flash solution like SoundManager 2 (http://www.schillmania.com/projects/soundmanager2), and I bet that one could be used together with our engine without any problem.

As a side note, that demo is being developed with the upcoming 0.2.1 version of the engine and the API: if you're curious, you could as well check out its code until the new version is released. :)

In Topic: Canvace Development Kit

28 July 2012 - 03:44 AM

Another update! Posted Image

With the artwork shown in the video, we created a little demo "game" - which is still WIP, so for now you just have a character wandering around in the map. We need to add some virtual buttons to the game area in case the user is running on a touchscreen device, for the rest it should work flawlessly everywhere.

You can test it by visiting: http://www.canvace.com/demo2/

All feedback is appreciated.
bye Posted Image

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