Arima's Forum Posts

  • It might be related to this thread: http://www.scirra.com/forum/bitdefender-node-webkit-export-problem-in-r136_topic70230.html?KW=

    My antivirus was flagging exported exes as a false positive. Roger Wang, the developer of node webkit, is going to implement a method for creating exes that should solve the problem in version 0.7.

    Edit: actually, it appears to have been implemented already in v6.2, and they're currently on 6.3. Ashley, has the new version been implemented in C2 yet?

  • I've read people recommend CC because of several possible reasons:

    • It's free.
    • They've used it and it seemed to work fine (I describe CC as a minefield - the bugs are hidden and hard to avoid until you know where they are, and seem to show up for some projects and not others, and most of the weirdness tends to happen well into a project, from my experience, so making something small is not indicative of what it's like to make something large with it), so they think the reports of it's buginess are exaggerated.
    • Its exes are native, therefore some people think because of that it's so much better than C2 any other problems about CC can be overlooked, not realizing that C2 could almost always be able to create the exact same game, have more platforms available to release it on and they would have a much smoother time making it. Which I think is sometimes related to the next reason:
    • People underestimate the capabilities of C2, thinking because it uses web tech only small, shallow, boring 'browser games' can be made with it (there's quite a stigma about browser games), and don't realize that while the code execution speed isn't as fast as CC's, it's still more than fast enough for like 99% of games and actually renders faster than CC does.
    • "The power of directx 9" isnt really an advantage because on windows, C2 games actually use directx as default because chrome and Firefox default to using ANGLE for compatibility reasons which converts OpenGL to directx (IE does the same), and even with this conversion overhead, C2 games still render faster than CC does.
  • Vilsu - CC has no software rendering.

    sqiddster - canvas2d is still hardware accelerated, it's just not as fast as webgl is and doesn't have shaders. Software rendering is only used if the graphics card has been blacklisted, and then it doesn't use canvas2d, it emulates webgl in software via swiftshader.

  • > I heard a rumor though that those without a publisher would be required to use the win 8 store and would be limited to 3gb of ram

    At least 3GB of RAM is, well, still a pretty huge amount for a 2D game!

    True - it's more the part about being forced to use the windows 8 store that I'm disappointed about, if the rumor is true, as I suspect that it will be less promoted than xbla, like Xbox live indie games was on the 360. But really, it's all assumptions at this point, so I will batching with interest to see how it plays out. The win 8 store could turn out to be well supported and promoted on the x1, since ms certainly has more reason to support it than they did Xbox live indie games.

  • While I'm disappointed that it required such public backlash to get them to change their polices, I'm glad they have been listening and it says good things about them that they are turning things around. The bit about retail X1's being able to be used as dev units, while still unconfirmed, would be excellent if true.

    I heard a rumor though that those without a publisher would be required to use the win 8 store and would be limited to 3gb of ram, which is a bit disappointing if true, but even if that's the case, at least there would still be an option.

  • I seem to recall that on path found, you can set the angle of the object to the first node via events to speed that up.

  • Agreed.

  • That's not the issue - we want to change it at runtime, rather than just at the start.

  • I also would really like this implemented - I tried the third party plugin but it has bugs and doesn't work with my game at all.

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  • Does trying the game in chrome have the same effect? What do you usually run the game in?

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  • Yeah, the webstorage limit is completely different from the memory limit.

  • Something I'm worried about though is that the Browser memory is apparently commonly limited to 5 MB, which is for the entire Browser and not per page.

    Where did you hear that? For any modern device and browser, that can't be true. One uncompressed 1024x1024 image alone takes up 3-4 megabytes of memory, depending on it if has an alpha channel or not.

  • Lol, glad to help. :)

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