Colludium's Forum Posts

    Or simply is HTML5's or wrapper's fault. Come on, today we can run 1080p/4k content and play HD games without any issue on our phones, but can't run a f*cking 2D game, we need to optimize the s*it out of it ?

    I feel your frustration. I'm testing my project on an intel hd4000 laptop (the kind that a kid might own...) and I'm struggling to maintain 60 fps in Chrome with only a few on-screen sprite blending effects (960x540 integer scaling). The back-to-front renderer used in c2 will always be problematic for performance on low end devices (I recall a front-to-back renderer failed beta - and I never understood why an orthographic 3d camera was not chosen to take advantage of gpu 3d support...). Anyway, I've been using c2 as a hobbyist for 5 years now and it's proven to be a superb tool for learning and prototyping... But some elements feel incomplete and don't appear to ever be updated (shadowlight: one per layer! / no platform collision filtering / physics lacks many box2d features / asm.js physics joints can be inexplicably stretchy / etc).

    But as far as exporting a project as a commercial entity to anywhere beyond the likes of Newgrounds/Kongregate (without full api support), c2 users will always be at the mercy of wrappers and the associated never ending cycle of updates, bugs, and updates, and... etc. I suspect that these things will be the same in another 5 years - as browser tech changes the wrappers will always be playing catch-up (anyone remember Impact.js & cocoonjs..?).

    I will continue to use c2 with joy to complete my current multiplayer project and for tinkering with game ideas, just because the event system is amazingly intuitive and it's ideal for prototyping. Perhaps, in 5 years, the novelty of html5 will have reduced and in-browser performance will permit a more stable 60 fps (ie webgl export) for c2 games. But all of these are why I just bought Playmaker...

    So, to the OP, find something you will enjoy using - a tool that won't be beyond your abilities and will allow you to realise your dreams - and get stuck in. Just make sure you test on your target hardware to ensure that you don't become unexpectedly disappointed.

  • I have this with nw.js v14.5. Weird. I added the nw.js object and edited the events to show the viewport size and the nw.js window size in the text object. The sizes were the same in both cases. So I print-screened the preview and learned:

    1. The preview window is the same pixel size for both scaling options (at approx 338x190).

    2. The integer scale option renders to the correct canvas size within the nw.js window, whereas the letterbox scale option scales up to fill the full nw.js window (which draws to an incorrect size). Not great if you want to use pixel art.

    I am going to guess that this is a nw.js bug, so it would be best to report it on github.... Sigh, another example of nw.js not being reliable.

  • Tinyupload is a terrible upload site - it wants to install unwanted crmfr@p on my browser before making the capx available. Can you use dropbox for file sharing?

  • Thanks Ashley - that's good to know... I won't bother with creating a throttle which will certainly save me a lot of testing of something that will provide little gain (if any)!

    I hope the cause of that bug doesn't prove to be too elusive!

  • Just an open question because this is something I am now thinking of working on....

    I'm designing a multiplayer game for a max of 4 or 5 players. I am using the basic functions of the Multiplayer plugin but, because it is useless with the platform behavior I have opted to create my own data sync-engine. No biggie, but it's a slow process, and I'm now very aware that things could get out of hand if I am not careful. My question concerns bandwidth management:

    Has anyone considered bandwidth throttling with Multiplayer? At 30 fps my sync data-rate is approx 12 kbps, which I think is totally acceptable for a desktop game where the player has a good internet connection. So.... Is it likely to be worth trying to create a data-rate throttle system that detects when the data-rate is poor for a client (probably by time-stamping the data) or am I just over thinking something that really is a non-problem? It's my first multiplayer game, so I'm having to make some assumptions...

    Any thoughts would be appreciated..... Thanks.

  • Thank you for this!

  • lucid - that's fixed it! Thank you - looking forward to testing this .

    • Add an scml object in the same way you would any other C2 object (do not drag the scml file into your layout)
    • When the image dialog pops up (or double click the scml object to open it), choose the generated spritesheet image from the output folder you selected
    • In C2's project pane, right-click on 'Files', and select 'Import Files', and choose the scon file from the output folder you selected
    • Select the scml object, and in the object properties pane, for SCML file, type in the filename of your scon file
    • Set 'draw self' to 'true'
    • Run your project, and report any issues or bugs to this thread.

    Hi I am struggling with these instructions, even though they appear very straight-forward.

    When I create a scml object, I am unable to double click on it to open an image editor. I went through the normal create object routine and then dropped a scml object in my layout. The edit option is greyed out if I right click on it, as well. This leaves me rather stuck regarding the instructions above - could you (or someone else) point out the probably obvious step that I'm missing here? I downloaded the plugin from here and have installed Spriter 8 and exported the 4 files using the instructions from the list I quoted above (but removed for space).

    Thanks!!

  • Problem Description

    If you delete a layer you are then unable to save the capx because the editor crashes....

    Attach a Capx

    capx

    Description of Capx

    One layout with a few layers.

    Steps to Reproduce Bug

    • Delete a layer
    • Try to save

    Observed Result

    If you select Abort then the editor crashes and your saved capx file gets deleted...!

    Expected Result

    The editor does not crash on save.

    Affected Browsers

    • N/A

    Operating System and Service Pack

    W10 x64.

    Construct 2 Version ID

    r230 64 bit.

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  • Without a capx example this is like saying "I made a game a few years ago and it appears buggy somewhere - please fix". You might as well email your garage with the following info: "My car has a problem that I can see, please fix and stop ignoring it". Neither is a good way for progress...

  • No probs. The great thing about the dictionary object is you can save everything as JSON for game saves etc, as well as parsing through a sequence of variables as you describe. Using containers, you can give a dictionary object to each object/actor in your game....

  • Mesh deformation..... Sigh.

  • Keeping track of this and keeping my fingers crossed....

    It's also good and sad news. ...The sad part is that it should be Scirra's job to make an official plugin to support the most popular game market on PC that will probably bring more developers and also satisfies existing ones.

    I totally agree. MadSpy and I discussed this at length before he started work on the plugin he's now selling - after it became apparent that this scirra plugin was only ever going to be a port of the Greenworks plugin from github. We thought that being dependent on a free 3rd party project/plugin would not offer the security that steam devs would want (in the year to Oct 15 we had already seen some shocking nw.js changes) and the addition of more feature would depend on this also...

  • Use a dictionary object to contain all of your variables, instead.