Aphrodite's Forum Posts

  • it's an oversight that did not get resolved yet due to it's low priority IIRC

    EDIT:

  • [quote:1xagjimb]Safari on iOS does not currently support rendering video inside the game canvas itself. To work around this, the Video plugin creates a video element floating above the game, similar to a form control. This ensures the video can appear, but prevents other objects being displayed on top of it.

    https://www.scirra.com/manual/181/video

    It is a known issue

  • Ashley I can understand your point, but the owner of a license shouldn't be limited just because of what the free version users can do, there is even a tutorial older than the node webkit exporter (back in the days of awesomium) explaining how to export to it: https://www.scirra.com/tutorials/417/ou ... ode-webkit , maybe there won't be any improvement with electron, but it should not be simply a forbidden discussion just for that, as you said, there is a license, that is the legal protection.

    ...unless we had a suforum for licensed user based on the badge but I am dreaming and users of the steam version won't have access to it.

  • In my opinion a decision is to be made by scirra: support it or deprecating it, so we would know at least what waters we are into.

    the idea of kongregate making a plugin is not that bad honestly, but it is quite unrealistic unless we truly give them a valid reason, and even then it represents more work for them, but it would be the ideal solution.

    scirra maintaining the plugin will mean it will work for a time then break again, it should be that way since they advertise it as a platform on the front page ("Easily reach the web by publishing to your own website, Chrome Web Store, Facebook, Kongregate, NewGrounds, Firefox Marketplace or use our Scirra Arcade to share your creations.") so they must guarantee it, it would be the normalsolution if the ideal one doesn't happen

    the third solution is a plugin opened like the one cocoonJS got, could work, could not work.

    then the solution of waiting for someone to do its own personnal plugin, not a great idea long term IMO

    (there is also the solution of implementing the API without a plugin but unsure how doable it would be, and it would imply coding so a big no for most people).

    so for me as long as it is not deprecated, it is supported and so must be up to date, that is my reasoning, and is what the front page implies.

  • I would also add Silverforce (halfgeekstudio) to this list as he made it to steam and was a reference in mobile optimisation in C2 during the deprecation of cocoonJS

    http://store.steampowered.com/app/414950/

  • I can only guess but I'd say you are using physics objects and somehow moving the player makes the game slow down, does the player also has that behavior? How do you check for collisions?

    I'd say use rather bullet objects if that is not already the case.

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  • Local storage actually uses the indexedDB and not the webstorage, also it is asynchronous when used in C2.

  • makes sense, thanks for awnsering ^^

  • Kyatric I don't agree, we should be able to at least have one stable and one beta separately, as it is better to share capx made with stable releases, but it is also important to test beta versions.

    I don't have that issue since I have both a steam (beta) and a normal license (stable), but everyone should be able to have both options without needing all this install uninstall stuff.

  • I'm not a wii u dev so I can only know a little things or two (and I'm also under no NDA so what I can gather is public), it seemed the wiiU did not support webGL at all, so porting a big game to wii u must be a chore.

  • kinda tricky, as everyone can look at the event sheet xml infos...

  • if you cannot keep the previous version without the installer overriting it then I'd say it is a bug.

  • the player hitbox (or maybe the rocks) don't seem to be fair (the hitbox seems larger than it should), a crashing animation could be a nice addition, and most of the game of this type generally includes more controls than left or right (accelerate, slow down, etc..) and have a time score rather than a "number of things passed" score.

    graphic wise, it is as you described, needs more work.

    I suggest you see exemples like rad racer or hang on to inspire from them.

    nothing else to add, hiscore 32

    Run fine on my phone too, and would be nice if the blocks wouldn't move until the GO

  • https://9r1bqw-ch3302.files.1drv.com/y3 ... png?psid=1

    tested the apk on my own device (HTC Desire 620 it seems according to its default name when I plug it) and it is a 60 fps almost constant

    Perhaps my device is really stronger than I expected (after all it was a carrier device so I expected muck less than that)

  • one way to "correct" the slowdown would be to change the stepping mode to be framerate independant, but it might completely ruin the game though, it's something to try out.