admir's Forum Posts

  • You just need to fool the spammer into thinking what they're posting is going through so they keep using the same method.

  • How about shadow banning these dummy accounts while purging all their messages in one go?

  • How does Crosswalk perform if you don't use physics?

  • So when you talk of jank, the FPS literally drops to 1-3 for a few microseconds several times in a time span, and it's not detected by the frame rate counter accurately (hence just displaying sub 60FPS)? Is there way to globally limit the frame rate to around 30-45 and will this help?

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  • I'll have to agree with the general sentiment. I'm sure we all feel screwed simply because we put our bet on this HTML5 tech. On one hand, HTML5's pretty awesome for general... HTML things, but as for gaming, I don't know. Scirra took a gamble HTML5, and so did we for purchasing the software.

    My main concern is the publishing and monetization part. Since these are often done at the end of the creation and polishing game creation process, you don't want to realize you're screwed only after investing a lot of time and effort into doing something that will only give you (unworkable?) problems when it comes to showcasing it to the world and earning from it.

    Well, does anyone here have experience with HaxeFlixel or Flambe? I'm looking at doing non-retro looking platformer and I see a lot of demos there - usually of the retro look so I'm hoping I'm not limited to doing that stuff at least when it comes to HaxeFlixel.

    PS: Here's another thing I don't quite understand with HTML5 games: 60FPS for a game and depending on the jank spike, anything that dips below that becomes unplayable? Seriously? I know that it's 30FPS that's supposedly playable, minimum at a reasonable 24. So how did it come to this?

  • This isn't gles.js related, but some good news about MS:

    http://www.infoworld.com/article/290631 ... rocks.html

  • I don't think the big boys care about HTML5 gaming performance. Maybe Intel does because they're kind of a minority trying to get a slice of the mobile CPU market and need to back something disruptive, but I'm talking about mobile OS makers who control the keys to their platforms. I think they believe it's not a good idea to make this perform natively because let's face it, they have developer and app ecosystems they are profiting from themselves that's big money: it's really against their own interest to make this work NOW. There's always tomorrow, but it's never a priority for today because why would they if it will cause less developers to use their tools? The big mobile players (helped in part by noisy HTML5 "activists") fucked over Flash because HTML5 (rolls eyes), second, the fact is, the Flash SWFs flying around are an actual threat to their own app eco systems at the time when Flash was quite popular, and third (which they used for their legit defense) are cons against running unoptimized (and maybe unsecured) Flash code in mobile devices like being batteries leeches. What's the matter with running Flash on mobile phones? I want Flash on my phone to run some of those creations but I have to settle for workarounds to make it work especially in Android 4.4+. And remember when Facebook went gungho with HTML5 as a mobile app a few years back and then scrapped it and went native because it sucked bad? It might not be primarily because of HTML5, but its snail pace development may be due to the fact about what I mentioned earlier: there's no incentive to make it work and make it work well now - maybe sometime tomorrow... or when I'm a skeleton.

  • ? This is a test post.

    Ok, so back to the topic. So what can the dev of gles.js do to make his lightweight renderer work with C2? And how much work will this entail on both parties?

  • I'm trying to figure out whether I'll run into a brick wall later on the mobile front by sticking with C2, or look for something else like HaxeFlixel. But yeah, it's been a couple of years already and I feel our mindset is still stuck in some mobile-performance-fiasco timewarp considering that a lot of yesteryear's premium handsets are now more available to the masses and today's handsets across the price/performance spectrum are pretty decent and quite affordable. So do we still need to worry about mobile performance and C2 builds for mobile given today's scenario? Yesterday's performance phones is in today's flea markets as second hand phones. Today's mass market phones seem to have decent performance... but can they happily run C2 games and up to what level of complexity? Today's total crap Androids are still used by the masses, but are they ones who will do IAP? Probably not, but in terms of eyeballs for your ads, yeah they might be important in that regard *IF* they have the time to play your games, but they probably won't because they load up their games at informal "download spots" in a flea market who have a collection of popular titles to load up on those phones.

  • It's 2015, today's devices are faster and cheaper than ever, so much so that performance on HTML5 gaming has greatly improved since. An ASUS ZenFone 5 can be had for a very reasonable $150, and this has a power hungry, yet decent Atom processor. So how has your game performed on today's devices? So we can get an idea of how real C2 games perform on various devices, state your game's complexity and its performance on...

    2015 Highend Phones (Android 4.4x / Lollipop)

    Ex: LG G3

    2015 Midrange Phones (Android 4.2 and up)

    Ex: Samsung Galaxy Ace

    2014 Highend Phones (Android 4.4x and up)

    Ex: Samsung Galaxy S5

    2014 Midrange Phones (Android 4.x and up)

    Ex: ASUS ZenFone 4 or 5

    Shitty Android Phones (Android 2.x and up)

    Ex: Any Chinese or local-branded crap phone that has <= 1GB of RAM and MSM chip)

  • Hi,

    Just wondering if anyone's had any compatibility issues with using Construct 2 and Spriter, while publishing or using Clay.io's tools? I think I read a comment in one of Scirra's articles somewhere saying he/she had issues, so I'm curious as I'm thinking of using both tools with C2.

  • Hi,

    Is there such a plugin that lets you call custom functions defined in an external JS file? I'm looking at doing something like text processing where the function can be called as an action in the events sheet, can take in a variable and can receive a return value. So maybe something like:

    in C2 --> Use JS Function Plugin --> Enter in "myCustomFunctions.js" and maybe some other Js files like Underscore.js

    In myCustomFunctions.js, I maybe have something like this:

    myCustomFunc(rawWord) {
    //...process rawWord
    var out = rawWord;
    return out;
    }
    
    [/code:3vq5n0f9]
    
    and in C2, I've got something like this in my event sheet:
    
    Event 1 --> On Some Condition --> call external function named "myCustomFunc" with parameters aC2Variable;
  • Hey guys,

    I was looking into C2-created games published on the Google Play market and I thought I'd make an observation on how reviews looked like. I saw a ton (relatively) of 5 star reviews with an empty void in the middle, and maybe a couple of 1-star reviews. Now this advice is for both the reviewer and the game creator: don't put in just 5 star reviews please. Give it 4's and maybe some 3's and a sprinkle of 2's so the rating doesn't look unnatural and raise eyebrows.

  • locohost - +1 to mongodb! There are a number of providers like MongoHQ and MongoLabs that provide free use for up to 512MB db capacities if you don't want to deploy your own MongoDB server. Then it's $15 - $20 a month per GB complete with the Oplog capabilities (real-time, redundant MongoDB). And not only that, if you connect your data to Mongodb, you can easily use something like Meteor.js to create something to manage your game's backend data if not for something else like a scoreboard, user account management, and such!

  • Thanks guys, the function object was the answer. ramones - if I move that in there, the Text object won't initialize. So I called a function to create the Text object and initializing it upon creation works fine.