Aphrodite's Forum Posts

  • If I may suggest something, and I think it has been suggested before, it would be to be able to do something similar to custom behaviours using events, it is not a nessecary thing, but being able to define your ennemies with behaviours that you do in events could be a nice addition for some people.

    ArcadEd I think an exporter developement kit was in the todo list in the early C2, but it was abandonned, not sure of the reason. I also think scirra should not advertise third party wrappers, C2 does html5 and it does it in a great way, they cannot guarantee those exporter can do the job correctly (node webkit compatibility, cocoonjs tendency to break things + lack of memory management with C2, etc..), third party exporter should stay third party, and so be a potential option, like an added value, rather than a selling point. Since this is the current problem: a great html5 engine is mostly used outside it's bounds because people think the html5 is the added value, while it is the product. Just my 2 cents.

  • Lerp(a, b, x) is a formula where x is not in pixel per seconds nor pixels per frame, it is a numerical ratio with no units, so dividing it by dt is of no use (using lerp this way is also something I would never ever recommand, no idea why everyone is using it like that).

    If you explain what you are trying to achieve, we might find a better way to do it.

  • Aphrodite What do you mean? could you clarify that statement?

    shinkan do you mind if i PM it to you? I have it set up the same way as i posted. Im just about finished with my project and its too far gone to post out in the public.

    For instance, open the chrome console to check the values stored inside the webstorage, so you know if it is saved as it should or not.

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  • The projecrs can be on the cloud, and you can always grab a release of C2 via the website or the torrent, and your license should be accesible from the scirra website too.

  • What does the webstorage say about the saved value? (Look inside the browser itself)

  • I wonder if it would be possible to do a multiplatform executable-like exporter based on firefox, they seem less ankward with their decisions (I think someone tried it on another forum already).

    As for html5, it is not a bad awnser (after all, it is the real C2 export and it works really well compared to all those wrappers, but as it has been said, people need better ease of distributions, since html5 is not considered as a valid multiplatform all by itself by a lot of people, it is but there are no viable market yet for them)

  • With the ajax object, you can communicate with a server, and so write znd read from a database

    How exactly is however outside my knowledge

  • You could change the timescale depending on the fps value (if fps between 10 and 30, set timescale to 30/fps) I think.

  • I would like it too, however, setting the framerate should not slow down the game by default, only make it refresh less often the logic and display.

    As for the timescalerelated to framerate, that could be an optionnal setting

  • Basically, keep long term or close to finidh project under stable versions, and use the beta if you want to play around a bit.

  • I would try with something else, to see if this is actually happening on all programs or just node webkit

  • The function trigger in the good order I would say, just that the newly created object is not picked by the destroy even wit the for each(since functions cancel the current picking, and that the way C2 handles the newly created objects is not straightforward).

  • At first, I will say that if the game is working fine in your targeted platforms, keep a backup so you don t break anything (but that is sort of obvious), then try to see if there is no code repetitions, or things that can be bothersome to read/debug inside your events.

    The estimated image memory as far as I know won t be the same in the debbuger and on cocoonJS, the debbuger should have a lower value (Unless cocoonJS does layout by layout loading, which I don t think it does).

    There are basically 3 aspects you want to verify:

    Memory use (not only pictures, but mostly them): it is sort of a everything or nothing type of thing, if the ressources fits inside at runtime, it is ok (in cocoonJS, I think that means every ressources combined have to fit it, but others will explain better), if it does not fit, then slowdown will occur because the texture and sounds will be loaded from the main drive. Keep in mind we are talking about uncompressed data here. Basically this will determine mostly the range of devices that can use the game. The OS also gets a part of it too.reducing the size of the assets is the way to go, if needed, try to see if something can be reduced (sometimes, a blurry graphics is not a problem, exemple, a cloud in the sky, also for a gradient, a huge texture size is not needed, remember also that textures works mostly as the same or just above power of 2 square)

    Graphic intensive:

    -Canvas2D renderer is slower, and so will take more time to render the same things the webGL renderer can.

    -Fillrate: dont draw too many surfaces at once, the GPU can only render a certain size of all texture combined (pretty sure it is more complex than that, but it is to explain the basic concept). Also with the OS running, a part of it is already used I think

    -calculations:graphic calculations for the rendering can be somewhat big when you are using WebGL effects (depend on the effect used), and blend modes (again, a non abusive use is fine)

    -texture load and unload takes time, but this is completely out of the question qith cocoonJS if I remember.

    -having an option to switch to the Low quality setting can help if the user is having graphic troubles.

    Cpu use:

    -calculating something when it is not needed will take a certain time (depending on what it is, it could be a problem or not), groups can help you deactivate useless stuffs easily

    -unecesary loops will also drain performances, however in case the loops are the best choice, don t restrain yourself from using them

    -draw calls can be pretty heavy

    -try to use the better physic engine for you if you are using physics(the cocoonJS one should do the trick in your case, it is not the default one)

    -software rendering is your worst nightmare, that basically means that the graphics are handled by the cpu, as well as the logic, which means that their time are summed together, instead of being the most out of the two, also, a cpu is not good at doing graphic calculations

    -functions are good enough to be used, so do not try to take them away

    -micro optimisation is not worth it, don t try to optimise everything, concentrate on what matters.

    Hope that helps, and that it was not too wrong.

  • As it has been said, CC has been retired, and scirra themselves recommands not using it, due to his buggyness, need of workarounds to use it properly, lack of support and documentation (even though I think there are somewhere), even though the source code is availiable, they recommand not using as a base nor update it since it was badly done for such a project, that is why C2 has been done from scratch.

    However sole people are still using it (I know the french unoficcial forum were mostly around CC when I joined it, mostly due to misjudgement of html5 and "all hail to mighty CC" but maybe you can find elsewhere a place with more people using it.)

  • As far as I remember, the game does not need to be complete, and can be updated, I think it can also be just a demo. Also I don t think there is anything preventing you from uploading it elsewhere if you want.

    These were the conditions back then, they might have changed, but I don t think that is the case.