ggibson1's Forum Posts

  • C2 Data Editor — Now for sale in the Scirra Store!

    https://www.scirra.com/store/game-makin ... editor-124

    The C2 Data Editor is a Windows desktop app that makes it easy to create data structures for your app using the built in Construct2 Array and Dictionary.

    All of the data for an entire app can be saved in a C2 Data Editor XML file for inclusion in a source control system. The Data Editor UI allows you to add Array and Dictionary objects and then you can double click these to start editing them and adding in data visually. Once you are done you can click a button to generate the C2 JSON format for these objects and the data inside them.

    You can even embed Arrays inside of Dictionaries and then put those Dictionaries in other Dictionaries or other Arrays... nesting as deeply as you like. If you have an array or dictionary embedded inside of another then all you need to do to edit it in the Data Editor is double click the table cell that contains it and a window will popup ready for you to start editing that nested object.

    If you have Construct2 Array or Dictionary JSON you have already exported out of your app then you can paste that into the C2 Data Editor as new objects or you can even import delimited text files that have data in them as new objects.

    Your data objects can be exported into a capx file or you can use the injection feature to insert your data objects, DataSet Function Events, and other supporting objects directly into your pre-existing capx files or Construct2 project folders.

    A capx is included containing events for editing and searching the data in the DataSets created with the C2 Data Editor. The capx also includes a couple layouts showing how to use these events. The following events are included in the capx:

    CreateRow, UpdateRow, DeleteRow, ClearRows, RowsCount, SearchColumnFindFirstReturnColumn, SearchColumnFindAllLike, SearchColumnFindAll, SearchColumnFindFirst, IsNumeric, FormatNumber, FormatCurrency

    Update 1.5:

    Version 1.5 has been uploaded.

    Changes:

    1) Bug Fixes

    2) You can now take the JSON text you get from your apps using the AsJSON method and paste into the main screen of C2 Data Editor to create new objects.

    3) Export all the data objects as events into a new empty capx file.

    4) Injection into your capx and folder projects. This includes all the data objects (Arrays & Dictionaries), function events to populate the data into those objects, the sample DataSet Function events from the sample capx that you previously had to manually copy into your projects, the DataSets family, and the ResultSet array (both of these are used by the DataSet Function events from the sample capx).

    5) Import text files into Arrays and Dictionaries.

    6) Insert Row button in the Array Editor screen.

    7) A new DataSet function in the sample capx called "SearchColumnFindFirstReturnColumn" which will search one column in a DataSet array and if a match is found then the value of another column is returned. e.g. do a lookup on an ID field and return the HitPoints column.

    Injecting DataSet Arrays into your C2 project results in an Array being created (which has instance variables containing the column ordinals) AND an event function for creating and/or picking that Array and populating it with the data you entered into the C2 Data Editor.

    For example if we inject the following table (called “Test”) as a Data Object Function into a test capx we will see the events below in the DataObjectFunctions event sheet:

    [attachment=1:xk4ybrdm]TestDataSet.png[/attachment:xk4ybrdm]

    [attachment=0:xk4ybrdm]GeneratedTestDataObjectFunction.png[/attachment:xk4ybrdm]

    User Manual:

    https://dl.dropboxusercontent.com/u/277541264/C2%20Data%20Editor.pdf

    One or more videos should get added in the next week or so.

    Use this topic to leave comments, ask questions and talk about C2 Data Editor

  • >

    > >

    > > If using every 0.01 seconds really improves performance, there's some other reason and it should be looked into.

    > >

    >

    FPS is usually a measure of how often the screen gets updated "i.e. frames". Normally in an application I can run code 1000 times per second (i.e. .001 or each millisecond) and still only update the screen 60 times per second.

    Or are you saying that the C2 engine only runs code when it is about to update the screen?

    Ok well Ashley answered that down below... "every" only runs per tick ... so the fastest you can get code to run in C2 is at the same rate as the screen updates... (maybe Javascript plugins can run at the native browser rate).

  • ggibson1 rho Market share? "most people do not bother switching browsers"? Here are actual usage statistics: http://www.w3schools.com/browsers/browsers_stats.asp

    Your "actual stats" are showing a self biased population of people who choose to visit that site.

    I see a lot more raw data than w3schools does and I was surprised to see more people use Hotmail than Gmail and IE is still the most used browser... but then again I work in IT and the small number of people that I work with is not an indication of the over all population... the data doesn't lie, but the person picking the data can >-) ... kind of like the saying that he who counts the votes chooses the winner...

    So for gaming if you want to have support for things like game pads it is probably better to ship as a node web kit that has Chrome built in if you want to make sure all the users have that functionality.

  • Yes we are making the same point. I work at a large Internet company and I have seen many instances of newby devs thinking they can just ignore IE because they thought "no body uses it because it ain't cool" ... when the reality is most people use Windows and most people do not bother switching browsers.

  • I'd also flag that as webrtc is not supported by IE, it would seem to me to be bad practice to dependent on that. I know it's only 25-30% of the desktop market.. but still. if you're doing an android game.. then clearly this is not an issue.

    http://www.netmarketshare.com/internet-explorer-market-share

  • Then you probably want to check the basics.. filter the events so they only happen when you really need them to (by default things happen every tick i.e. 60 times per second)... it is better to do things every X seconds if you can.... also do not use 512 x 512 sprites that you then scale down to 64x64 at runtime... that type of stuff.

    The Audio preview here is working:

    https://www.scirra.com/newstore/music/t ... te-funk-36

  • The WebGL option is right there by the ASM option.

    Tom

    Step 5 of the seller 5 steps has a typo:

    "Wait for review and inlcusion!"

  • Because of this thread I went and looked at my Chrome version...when I did that Chrome auto downloaded the newest version and my FPS immediately dropped from a constant 60 FPS which it has been for months down to around 47-55 and never hits 60 any more... now I have switched to IE for my previews.

  • When I turned off WebGL my RT ran my game faster.

    The ASM is for physics. It is an option you can turn on in the C2 editor...I think at the project level.

  • I do not know how the behavior is coded, but I would think destroying objects once every 40 seconds would have a larger hit on the garbage collector all at once than many small deletes would... and of coarse things would be building up in memory for 40 seconds which has a larger memory footprint than deleting as you go. During any one second computers usually have large amounts of unused processor cycles so the time spent cleaning up little things constantly is probably most efficient.

  • I have found that some WebGL effects cause this.

  • Their API does not show any support for WebGL.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If you have a folder-based project, you can just copy-paste directly over the files in the animation folders. Is it really that much trouble? I'm not sure I'm clear on why this is so tedious. You can do the same for audio - just copy and paste files over the ones in the project folder to replace them.

    Ashley

    Scirra could probably make a lot more money if they made a Unity Package in the Asset Store that could read in C2 projects and run them inside the Unity engine (and export to mobile with Unity).

    Basically C2 could be a super powered version of this (https://www.assetstore.unity3d.com/en/#!/content/7381)

    This way C2 can have all the advantages of Unity big team features AND still be the premiere 2D game engine (for cheap since the Unity free edition is all that would be needed for C2 integration).

    Sort of like this:

    http://www.brashmonkey.com/forum/viewtopic.php?f=3&t=15670