Aphrodite's Forum Posts

  • to become a Wii U dev, you will need to apply here : https://wiiu-developers.nintendo.com

    most of the infos related to how C2 and the wii u work is under a NDA so, most peopel on scirra will not'awnser simply because they legally obliged to not awnser publicly to anyone.

    I think some people got the right to develop on the WiiU on this forums, so definitelly not only a big companies thing.

  • Are you trying to set Animation to "Idle" if PlayerBox is not being touched?

    Make the EVENT on Line 15 the same as Line 14, except invert the: Touch --> On touched PlayerBox

    you cannot invert a trigger.

    a reversed is touching object might do the trick.

  • sqiddster I think fps is just a variable that counts each secon ds how many refresh occured during the last second.

    Gonna try the same canary version as Aurel to see if indeed the last one corrects that input lag.

    EDIT: It is better in canary 41, but I can still feel it

    Aurel : does this bad framerate issues also happen on firefox? on my side firefox seems pretty stable, while chrome... does whatever he wants basically, because if we could do something based on another engine than chrome that does not tends to break things like chrome does, thta would beenfit greatly..

  • webstorage does not work ATM on the google chrome web store, which is a store for desktop-chrome web apps and chrome OS.

  • Elliott well, first the debugger adds quite an overhead (go into other debugger tabs to see if they cap up to you refresh rate) so the difference may not be huge.

    also, a poly check is not a fixed calcul like a simple collision check, two poly checks may take a very different time to accomplish, since you did a road full of collisions testing polygons, you have one polycheck per tick (as the player is overllaping the road) that is easier to compute than the polycheck of the complex polygon.

    however, it may be that in both cases, you computer is just fast enough to run correctly both cases.

  • I think that the most important thing is that, when compared to GM (never tried a lot MMF2 even though I have a license because, well, it seemed not worth my time), C2 is actually made also to do prototyping, and is really though for non programmer people (that does not mean non-math people or non-logic people or non-game-designer people), it was meant to do fast yet clean prototyping that can be expanded into full fledged games, some people argue that html5 only is a drawback compared to GM but I find it really silly (why buy an html5 engine creation if you want or need native in the first place, duh! If I need a screwdriver, I won't use a hammer, sure that can work but If I never want to pin nails on the walls that is really dumb, almost as dumb as this metaphore I am making), GM I always feel was not meant to have this drag n drop stuff in it, it would have been better without, and MMF2 as I said, I do not even see how that helps anyone, all it teaches seems to be "how to work around issues rather than correcting them", but I can be wrong about that. C2 took the challenge to erase the need of code completely for the end user, and it did it well, maybe a little too well sometimes, but still a great thing.

  • Tried on my laptop (an HP 630 notebook PC, nothing big of a computer http://www.cnet.com/products/hp-630-15- ... ies/specs/ I think this is the correct informations. ), around 30 fps (varying), I can notice an slight input lag but playable without much issues (I had much more trouble on other games that were not stresstests).

    Chrome Version 39.0.2171.95 m.

    Graphic driver around 1 year 9 month old IIRC (that does not help).

    Will try on firefox and opera.

    Firefox: No input lag noticed.

    Opera: around the same as chrome.

    I'd say worthy of a bug report to chromium team if someone knows how to do that.

  • Idk That seems too be c2 biggest drawback is that there is no native exports or atleast no native mobile export

    not really a drawback as it was not what the product was meant to do anyway, it has always been made to become the best html5 engine, not a native one.

    I saw a video on youtube about : Bioshock on iphone.

    How they make a huge game run smoothly on the iphone?

    Careful memory use and design combined with more control (which permits to have a huge game be like lots of tiny parts of it only for each environnement or level or whatever) and a faster code execution I guess, and AFAIK it cannot run on iphone 4s (not sure about 5).

  • for the track, I would say rectangulars blocks would be better, not only can you adjust them, but they might also be easier on the CPU. (due to the fact C2 handles easily collisions checks while polychecks needs more time? which for a big precise track'may be too much.)

  • This is not a bug: Events are read from top to bottom, so when it is red, you are turning it green, but then it is green.. so rebecome red.

  • I do not know why, this is the formula normally... I do not use a lot the physics behavior though

  • I would assume that someone that puts illuminatis related symbols in games does not mean that they are illuminatis. It may just be related to the game's plot or atmosphere, or simply decorative (like some games having a christian cross in the background just because it fits).

    But then again, I do not know exactly, it is not the kind of things that really matters to me (some people however may have issues with that).

    alvarop D:

  • let's see if I did my homework.. humhum:

    All that I say here is based on the date I post it, and can change in the future, and may be unprecise due to the fact and do not use wrappers.

    Currently, you have like 3 solutions for wrapper based publishing:

    -Custom engines (canvas+, Ejecta): they focus on performances and/or functionnalities, but they have compatibility issues, while they try to correct that, it is still somehing you should keep an eye on, also, I think on iOS they cannot use their full potential (precisions needed as I was not interested in that), there is an overhead in size due to the fact they ship the custom engine with it.

    -Browser based engines (crosswalk, node-webkit): they are based on an existing browser engine (chromium for crosswalk and node webkit), and so should be compatible with C2 without too much issues [I know about the current node webkit issues, and that is a bug that is not C2 specific and should be corrected anyway], depending on the browser engine they are based of, they can be stable and should provide a good experience as long as your game is done well, not as fast as custom engines, but not needing to be as fast in most cases. They have quite a big overhead in size due to the fact they include the whole brlwser engine with it, due to iOS policies, no browser engine can compete with safari.

    -Webview based engines (phonegap, cordova, webview+, ludei's webview, and we could also say IE when used by an app on windows displaying a web page, as they use IE which is equivalent to a webview): the least overhead in size (no engine shipped with it), when based on cordova they can gather a lot of functionnalities, however, they are using the webview (which is the browser engine used by apps to display web content), this webview works best for Android 5+ and iOS 8+, before that, it is not worth it as they lack crucial features and will just, well, run worse compared to any browser I can think of.

    I think that sums up it quite nicely.

    cocoonJS (canvas+, webvuew and webview+) is maintained by ludei

    Node-webkit, crosswalk are maintained by intel open source technologies center

    Cordova is maintained by Apache, phonegap is the proprietary version that belongs to adobe

    webviews are maintained by the same groups as their respective OSes I think

    tool wise, all I know is that there are multiple ways to wrap your apps, for nodewebkit, either building it by hand or just using the C2 export option should do, for crosswalk, exporting to Cordova (r192+) will be the first step, then you will have to build it either by hand, or using the intel XDK.Others I do not know how.

    hope that helps

    PS:Test early, test often, learn to use the tools at your disposal so you do not waste time in events logic programming and false optimisation.

  • To be exact, a persist object will keep its proprieties and existance while still existing in one layout (which is what you want according to the first post), and can be resetted, however global objects exists in the entire game when first met, which is useful for some objects but they cannot simply be resseted and can cause issues sometimes (since they are always there until destroyed.), so that is not as good as persist in your case, hope that helps understanding!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Jase00 if you want to go as far, you could also play around with the stringfromkeycode keyboard expression, which would co'vert for exemple 72 to h, 84 to t, etc...

    however that seems more annoying that useful, the best would be to do a request to your server, and verify if it works (sort of breaks offline play though)