Aphrodite's Forum Posts

  • I never went above 400 events for any of my projects, and the times I did, there was clearly room for lowering the amount of uneeded events, and like 10 to 20 percent of them were functions, as I am trying to never have useless repetitions.

    I kind of wonder how you can do to have as much as 5000 events without hardcoding everything. .-.

  • I am not a lawyer, so I cannot tell a lot, but I think in some countries, just creating art makes you have the full ownership of them if you can prove you are the one who created them.

    I guess there should be a way for you to ask about that kind of stuff without having to pay anything, as no one should ignore the law, no one should refuse informations on that matter, I do not know which kind of service you should go to myself, others may be able to tell.

  • Sorry to say that I could not test it, see the attached screenshot.

    Not sure what that could mean (I know there are two apks generated by crosswalk for two different architectures, but it may be unrelated).

  • I just wanted to be sure of one thing: it is impossible to have a project file downloaded with the game during the first loading, we need to load it separately via an ajax request project file, right?

    So it is better to load a needed file at the startup of the game I would guess, and hope for it to download with no errors, or could there be a way to download a project file at the same time as the rest of the project?(and for people wondering why you would need that: organisation, I do not see anyone wanting to have entire walls of texts hardcoded in events, and some of those informations may be needed for the game to run if the connection just breaks during gameplay).

  • Actually, I think the web audio API was a beta feature for chrome, and everyone ended up using it, but in his final instance, it ended up breaking the former instance, the bug was actually corrected in late 2013 by scirra in C2, everything before that used a former way of handlind the chrome web audio API that worked at the time, even though it should not have been included innan engine in the first place (it had been because it was the only way at the time).

    If anything, it proves that one code base for all browsers is possible as long as you are carreful with not fully implemented and validated features.

    In short, rather than making things work ASAP, it is better to support what is validated and standardised, as they will work long term wise.

    If it is just a dream anyway, then I will more be doubtful of the future of multiplatform rather than everything else, as that would mean 2 things:

    Either standards can not be achieved, which just means that everyone should just stop, and no more professional should do anything in web design (how many people are actually saying the w3c is useless? Some are)

    Or that people just do not want that, which would be surprising but that is how the market works.

    Before that, what did we have as multiplatform?

    a language that got compiled for every individual platform? That is silly really

    or a language that is compiled and read in a virtual machine? People will abuse the problem of said machine

    Here, we have specifications, and so anyone can support them to make its own interpreter, however, harmony is required, if a platform does not do its job correctly, either we should force it to do it, or drop support for it completelly.

    Also, we should not have any browser specific beta features not yet fully implemented, due to that exact problem that happened, this is real life, we cannot rely on cheap tricks until it breaks, we need to make everyone agree on the standards.

  • Leandrus I think the clay.io ready is actually a trigger, even though it do not look like one (it triggers only when it becomes ready, it is possible that it is not a trigger but just happen once in the whole game process, in that case though, this is still a bug), so you should use it to change the value of a variable, then check said variable when you have to use the clay.io actions

    Yes it is dirty, but until it is fixed I dont see another way.

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  • Imagine you want sprite1 image point number 3 to go to sprite 2 image point number 4, it should go like this:

    Sprite1:set position

    X : Sprite2.ImagePointX(4) - (Sprite1.ImagePointX(3)-Sprite1.X)

    Y : Sprite2.ImagePointY(4) - (Sprite1.ImagePointY(3)-Sprite1.Y)

    Tell me if that works, as I did not tried it

    You can also replace the number of the imahes points with the name of them.

  • JohnnySheffield I meant functionnalities like loading a .bat for exemple, or a more direct control of memory (this I would think not, due to the same base on chromium)

    I know node webkit does not have this possibility last time I checked (security reasons sure, but who knows, maybe someone would have liked to access such possibilities), but I may be wrong as I never use wrappers anyway.

  • ArcadEd

    "1. But isn't Canvas+ not a real browser? Shouldn't the CJS exporter simply work for CJS and not worry about anything else?"

    I think the issue is that maintaining two codebase where one should be sufficient is the problem for such basic functionnalities as loading a image into memory vs downloading it, also, CocoonJS is supposed to work with the html5 export too, but at least indeed the communication is up, so anything good can happen, and no more break hopefully.

  • We're always on the lookout for new ways to publish, but most of the alternatives we see have some significant caveat that make it a better idea to use one of the existing ones in C2. If there were any alternatives that were really compelling, we'd add them in to C2.

    Aphrodite - note C2 has forced GPU acceleration enabled on Windows in node-webkit for several releases now.

    Well having a non systematic blacklist on XP and Vista but still some blacklisting rather than a total disabling of GPU was the point also, but I agreee that it does not seem that useful otherwise.

    JohnnySheffield I wonder, does atom has potential for more low level interactions with the operating system compared to node webkit?

  • Well I remember someone trying to do a wrapper based on node.js and firefox, not sure how it went in the end, nor if it added any functionnalities (after all, a wrapper is useful when it adds something).

    Just for reference, it was here (not in english):

    http://www.pascalsengler.fr/construct/f ... c587bedb46

    Afaik, it had the advantage of not using the unfair XP gpu blacklisting that node webkit had.

  • Last time I checked, the filechooser letted me choose a file from my gallery, I did not test in a wrapper, but really if this does not work inside crosswalk, then I would consider it as a bug.

    You may want to accept only the files image/* (this is the mime type of image files, it will ask the user for a picture in his gallery, or camera), and accept multiple files (not tested multiple files myself on a phone).

    Also maybe there are a filechooser plugin in cranberrygame list of cordova plugins.

  • I like the design of it, what is said feels however a little too much like "so awesome OMG" but I guess that is normal marketing, "True multiplatform support" will make people angry since they dont get what multiplatform implies effort wise but we are accostumed to that so it is not a problem (and it is indeed multiplatform due to the html5 based runtime after all).

    Cant wait for the update of the C2 page itself ^-^

  • One word: yes

    Not only it deactivated groups are not processed, but also they help organise your project, and they also make the debugger profiler tab really useful.

    If the amount of work is really too much for this project in the ned, still keep it in mind for the next project you may do.

    PS: since it involves quite a lot of modifications, remember to do a manual back up before hand, so you can make mistakes without losing too much.

  • Aphrodite , thank you for the clarification. It's the concept behind some actions that confuses me. Since I am not a programer and I am introduced to programming concepts within Construct, I feel that sometimes the logic is very clear ("do x get y"), however the lack of foundational knowledge (in programing) other times make the logic behind conditions and procedures feel somewhat obscure. I can't really put in in words, it's more like a feeling, some steps seem to be way steeper than others. Perhaps this is something that someone that has a background in programming doesn't experience as vividly as I do.

    Enough psychoanalysis for one post though, thanks again for the information ;o)

    A quick exemple: I did a land generation concept based on arrays and tiledbackgrounds (was before the tilemap), and basically the land would generate in 4 times:

    First populating the array

    then correct some values in it

    then apply some filtering

    then create the objects

    The way it was done, it took 4 ticks to do it

    believe me, those 4 ticks were long (60 seconds for all of them combined), so you cann see the execution is stopped

    Afaik the only heavy calculation C2 does that will not stop the game (aka: done in parralel) is the pathfinding algorythm.