Aphrodite's Forum Posts

  • Well since Scirra supports Ejecta, the under iOS 8 is actually supported for now (if it does not work, report bugs correctly to see if they will fix it), even without ejecta, C2 games still work on iOS (through the safari webbrowser, you may think it is kind of a cheap justification, but actually the direct html5 export is the only one that produce a single result that runs everywhere without needed this stupid "build for each platform individually"), so their statement on the front page is true and accurate, as for cocoonJS, they should not take them back, ludei has to talk to scirra so they can offer good support, but we should remember that scirra has no means to guarantee that canvas+ will not break once again (as this is not their job to program canvas+, remember the people that complained to scirra directly rather than to ludei for some cocoonJS bugs? No wonder they did not get fixed, even ludei could not keep track of them).

    PS: the html5 exports is known to be one of the thing ludei wants to support (it currently works?), so in the mid term the cocoonJS exporter itself should not even be nessecery, and the plugin is maintained by the community, as long as there is communication, it is good.

    To be fair, the phonegap, ejecta, node webkit, etc... support should not really be a part of the built-in C2, and the same goes for cocoonJS, it is just convinient to have them, but none should be contractually quoted as exporters, dropping cocoonJS is just a part of what should have been done IMO.

  • 266x52, if you will see, fit only in a 512x512 square shaped spritesheet, yes, they are square shaped, which I found weird but there may be a reason for that.

    Unless you meant that there were more than 2 frames and they did not get fitted into it.

  • One day the Messiah will come, and you will know him by his name, which shall be "exe exporter"

    That would still not correct the issue, C2 is sold as (and truly is) an html5 engine, it is not like the html5 export was "just an optionnal gift that could have bugs in it", it is the main exporter, even if one day there is native exporters (which in a way, would be kind of dumb multiplatform wise but that is not the question), that would stil be an issue, it could even be considered worse, as the main export would have more issues than the secondary ones.

  • Arent PS2 and up games are 3d?

    There are still real 2d games on those(or even compilations of 2D games), not a lot, but it is doable

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  • Sestenes, xDevWizx - Does the method will gives negative effect to the performance (if you use too much tiles of sprites)?

    A rectangular tile background of 40x40 tiles will be rendered in one pass, and one single draw.

    40x40 sprites however will be rendered separately, which will increase the time needed to not only render them, but also to tell the GPU to start the draw, it is also an hassle to do it manually.

    C2's features, unless particular cases, should not be avoided in cases they are meant to be used.

  • Lerp(0,30,3*dt) is not varying since none of the parameters are varying (it is equal to 90*dt if I am not wrong).

    But I will say LittleStain method is better anyway.

  • Last time I checked, this game was only availiable for windows phone and windows 8 and I do not remember seeing any sign of him wanting to go to the android route, so if I have not heard of it, maybe others did not.

    https://mobile.twitter.com/mudvarkgames/tweets

    Could be wrong though.

  • Last time I checked, I think there was the name of the effect's creator in the effect description for built in effects

    EG: Alpha clamp

    Set alpha to a minimum or maximum value using a threshold. (By: Scirra)

    And also there were none "standard bundle", even though they may be based off simple expressions in the langage they are done with.

    So this request would make sense.

  • For the cache, I sure don't know.

    But for WebGL, did you try turning off the webGL effects only (aka not webGL itself) before doing this comparison (and also testing in other browsers just for comparison sake)?

  • Actually, lerping the positions graphically would not help that much, as the lerping would jitter as well, and would be an insane amount of work just to work around bugs that will be fixed eventually (#reallife, you cannot rely on hack tricks, bugs must be fixed, as doing hacks tricks is the worst you could do actually for anyone involved).

    Same for the loader, it will make the player wait an empirical amount of time, when this jitter will be fixed, it will be there, making people wait for no reason (well, I guess the jit compilation would benefit from that even later so it is not that problematic if done well.)

  • Afaik, C2 adds a 1 pixels border around the picture, it is documented, even though I did not remember seeing it directly in the manual.

    https://www.scirra.com/tutorials/577/co ... imisations

    But I think the manual says to keep sprites just under power of 2 size for that particular reason.

    If your report already takes that in account, please ignore this post.

  • Aphrodite - thanks. I look forward to WebGL being fixed in chrome! Do you know if there are any major browsers (Safari, etc?) that don't use WebGL? I guess that chrome is just running canvas2d better at the moment.

    Well, safari adopted it recently, and if webGL is not supported at all, it should fall back to canvas2D by itself (that is the way C2 does it at least)

    WebGL, in a non C2 context, permit low-level rendering, and also 3D (the Q3D plugin only works wit webGL because webGL is based on a 3D renderer AFAIK), so not supporting it would be a turn off for some users, thus browser makers should support it.

    Also chrome was I think the first to support webGL (webGL support was actually an anti C2 argument for some as "only chrome supports it anyway" at the time, even though the game falled back to canvas2d in other browsers, they felt like it would be a "optimised for chrome" engine, which as yojc an see, is not the case), and chrome was always good at it, so I would say it is something they have done that reduce its effectiveness, and I do not think they would like to keep it that way if that is the case.

  • Here's another question though, if I have a game with multiple levels, do I have to use a new tilemap per level?

    Depends on what you mean by "level", you can actually use the same tilemap object across layout (they will be different instances), but if you need to change the look of the tilemap (by that I mean the image of the tilemap), you will need another tilemap object.

  • If you double click one of the points, another one should be created, or right clicking a point and add collision point

  • WebGL cannot be turned off at runtime, as there is not legit way that you would want that option (webGL gives a better control of scirra on the rendering C2 does, is faster at rendering at the cost of a little JS overhead, if chrome has a problem with that, they will correct it as they have no interest at being slow with WebGL), you can turn off the effects with events, which would be nice to have inside an option menu as well as the target resolution setting.

    The set canvas size sets the Window size parameter, which alter the way the low quality setting reacts as well as the viewport, the set layout scale is here to zoom accordingly in the game to have the same viewport, however this is kind of hacky so I would recommand to be careful and replace it if there is an official way to change the target resolution of the low quality setting.