alastair's Forum Posts

  • are coders outside of C2. In fact, that reminds me that nesting is completely broken in C2 and most code that we would do in programming has to be extremely dumbed down and expanded into more events/conditions. That's a nice "gotcha!" to run into

    I'd love to hear an example of that, since I've only ever used the Scirra/Clickteam style of coding.

  • There is a bug in Chromium where when using non-xbox controllers (at least on several of my different non xbox controllers), they can only be used once. If you close the browser or tab, and then open the game again the controller will no longer be recognized.

    With Firefox though, this bug is non-existant, you can use your controller no matter how many times you open or close the browser or tab. Who knows how long Chrome will take to catch up in this area?

  • Ya, it's basically the same performance as Chrome, not going above 50 FPS (35 FPS in newest FF). So the old node-webkit is still better performing, at least on my low end i3.

  • Okay so I updated to this version and I get around 49~ FPS, whereas with the very first unbundled nodewebkit from r187 I get 58~ FPS.

    So the older version gave me 10 more FPS than the new! So this new version is looking worse for my Intel i3 computer as it now causes a frame rate drop and stuttering, I guess I'll have to try it on a range of low-end computers though to see if its universally worse for my game.

  • I get about 32-36 FPS on my work computer. In standard browser view at whatever settings it was at default.

    In fullscreen at 640x360, I get 42-55 FPS.

    In fullscreen with resolution auto, I get around 20 FPS.

    Chrome 40.0.2214.115 m

    OS: Windows 8

    Res: 1920x1080

    CPU: Intel i3 4010u, 1.7ghz

    GPU: Intel HD Graphics 4400

    RAM: 4gb

  • https://www.scirra.com/nwjs

    [quote:2x13znfx]v0.12.0 (Chromium 41), 106 MB, 5th March 2015, Download

    All good?

    Could possibly have issues with Greenworks?

  • HerrVonClaussen I'm not sure what you mean about parallax preventing your character from shooting, is that related to the bug in this topic?

  • +1, would be simple and useful (for the user).

  • https://www.scirra.com/nwjs

    v0.12.0 alpha 3 (Chromium 41) 13th February 2015

    If anyone tests this version, I'd be curious to know what its like.

  • Magistross Thanks! I don't understand what the "RegexMatchCount" expression does though, and why you're putting ""[^\s]+|[\s]+", "g"" at the end.

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  • Sorry I probably still don't understand your issue. I tried doing something like a scene from that image in a .capx, it looks fine for me, does this look weird to you?

    https://copy.com/O2my1v7yUKqOK6yK/tiles.capx?download=1

  • What is it suppose to look like?

  • Thanks Tokinsom, I like the way you worded the issue.

    Yeah you're right, you could view these topics as either bugs or feature requests (or both at the same time!). Personally, I view it as a bug because the software isn't behaving as it should be.

  • That defeats the point of using the "parallax in editor" setting. The point being is that it is suppose to allow you to work on a layout with parallax layers more accurately and efficiently. With the setting turned off, everything is guess work. You can't know where an object is going to be, in game, so you have to constantly test the game to see if things are lining up, or turn on/off the setting all the time for each layer.

    Ultimately this results in a lot of tedious nonsense, and makes working on a game with parallax backgrounds a nightmare.

  • I started working on a game that uses a large layout, but am stalled by a parallax issue. So it could be worth waiting for it to be fixed if parallax is feature you're going to be using a lot.