Captain's Forum Posts

  • Recently bought a chromecast and loving it. Great potential as a console for games.

    Two things which might help: have you looked at scirra's google play plugin, which may well load an external library. Also here's an example for tic tac to, https://github.com/googlecast/Cast-TicTacToe-chrome

  • One last suggestion: Using double-buffering, where the tilemap is rendered unscaled and then render the buffered image scaled onto the canvas? Of course only the relevant region of the tilemap needs to be rendered. Perhaps this is really inefficient, just a thought.

    Just trying to help, and I do have years of experience as a CAD developer (not that I know much about javascript or game development).

  • Ok, I think I'm missing something here, because this is an issue with raster images generally (scaling that is).

  • The trailer looks great!

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  • Ashley - why is it 'low-quality' as we are dealing with raster images? Text object might be the one exception. So creating images in the layout for the largest size (i.e. fullscreen) needed and scaling down.

  • Perhaps another solution, if this is a scaling problem with floats, is to render a layer/layout without scaling, and then scale the whole layer/layout (rather than individually for each tile). This is assuming without scaling there are no seams (which I think is the case).

  • I believe there is a big difference between text and textbox. Textbox is a dom element. I think (please correct me if I'm wrong here) is rendered on the canvas and so it is efficient (the implementation is scirra's). Having said that, spritefont is best because you get consistent look across all browsers, platforms.

  • If you look at the rayman origins example on this post, I think the point is clear:

    https://www.scirra.com/blog/112/remembe ... our-memory

  • Clearly you can drag and drop code etc.

    I'd like to see shortcuts (e.g. tab and shift-tab) for indenting and un-indenting code (abit like in visual studio or an outliner).

  • I think you're meant to report this as a bug, with an example cpx.

  • Sounds like its using Mozilla’s Emscripten compiler, so you write the code in C++, for example, and compile to the SIMD javascript.

    Perhaps there might be critical sections (which slow down games) of the engine code which can to re-written in C++ and compiled as javascript, and used everywhere.

  • I made game using C2 for a mobile device (iOS). It works super!!!

  • I think you are underestimating the amount of time and effort to create (i.e. rewrite the entire engine) with a native exporter. As Ashley has previously stated, by the time the new engine is finished, mobile processors will be running javascript quick enough for more advanced games.

    I think a BIG advantage in writing plugins/behaviours with javascript is that functionality can be developed alot quicker than a compatible exporter could be.

    Perhaps a middle ground might be to include more asm.js code (we already have box 2d with asm.js). But writing and maintain both versions would slow development down to a snails pace.

    Unity and other options exist to create native apps. C2 is easier to use, but thats the trade off for mobile develop (at the moment).

  • Its annoying that when I change the grid width and then continue working, the value is not changed -- I need to click in the other grid field for the value to be recognised. Also I think it would be better if the grid value were global and not stored with each layout (perhaps this could be set in preferences).

    Also it would be good if all shortcuts and buttons were able to be changed in preferences. I use F4 for running the project and would like to set the 'play' button to run the project and not the layout.