Gianmichele's Forum Posts

  • My game has just been available on the appstore: https://apps.apple.com/app/id1489428134

    Downloaded and played. It's really a nice game congratulations.

    Performance unfortunately on my iPhone6 is not super smooth. There's a lot of jank and stutters, especially when the screen starts to be full. Not unplayable that definitely a bit annoying.

  • Updated the original post with new downloads based on Chrome 78 (NW.js 0.42.0).

    Note: local file/folder saves are experimentally supported in the Chrome browser. Once that moves from experimental to enabled by default, there will no longer be enough unique features to justify the desktop downloads, so they will be retired. This will probably happen next year. I'd recommend switching to the browser version already if possible - see the linked thread for information on using local project files/folders in Chrome.

    TBH, the PWA version is just as awesome!

  • Found the issue!

    My fault really, I had webgl2 enabled under experimental features. Clearly not there yet for Apple (meh!)/

    Thanks Ashely for taking the time to try.

  • Sure thing!

    let me get a bit more useful information for you.

    Thanks a lot

  • Nope, not for me. I'm on iOS 12.4.2 on a iPhone6. Works just on Chrome.

    Will try and get a log and post a bug if that's the case.

    Thanks for looking into it.

  • Really nice!

    Can you share some insight into developing a point and click adventure in C3?

  • Not sure if it's related and apology about my non experience (I only picked C3 up in Ludum Dare to study it a little bit).

    When testing the C3 project examples, I've found that they return a blank screen on iOS Safari but work as expected in iOS Chrome. This is weird because Chrome on iOS is nothing more than a shell on Safari engine.

    This great C3 game is an example:

    salmanshh.itch.io/bubbun

    Any clue?

  • I think it's not supported anymore (although I love it!) but Ejecta do support tvOS

    https://github.com/phoboslab/Ejecta

  • Ashley: this seems cool. Can you integrate it directly in the export?

  • Hopefully by the time C3 is out, HTML5 is supported on Xbone/PS4 too and at the least, Chromium isn't a buggy mess. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Well how about this?

    http://blogs.msdn.com/b/davrous/archive ... on-js.aspx

    The small framerate drop is probably due to the streaming process, but at this time it's only just the browser. I would love to see the ability to wrap a webgl app and have access to leaderboards, and all the other cool things on the Xbox One

  • I understand Ashley strategy and to be honest it does make sense with the amount of resources available to focus on something that can give multiplatform support without having to write different engines, and also have a very good editor to support game creation.

    On the other side though I consider Html5 just another platform, like another console, that should not necessarily aspire to be compatible with everything.

    Just like there are limitations right now to design a mobile game in C2 that the developers needs to take into account, the same could be said for a native engine and the multi platform incompatibilities. It is the developer job to know those limitations and either design for it or try to work around it. Don't have a 27.1 audio engine on ps4? Handle it with different assets or design your game against the minimum common denominator!

    To bring an example to the table, Clickteam Fusion, does not have console support, but a few people actually made a fully native runtime for it. Yes, it does not support all of the objects and extension that Fusion has, but it works! And it lets people publish their game on consoles and other platforms.

    http://mp2.dk/chowdren/

  • The problem with Apple TV is that you can't put a web view in their app, it is specifically forbidden by Apple. So no Cordova or similar web views. Ironically only a wrapper like Ejecta (that btw supports Apple TV in its latest version) can work.

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  • Have a look here:

    http://tangiblejs.com/posts/nw-js-electron-compared

    Particularly interesting the render engine (blink vs webkit). I have been following the jank issue in chrome bug tracker and while it is getting better, they admitted that they have still several other structural changes before they get rid of it and that could take time.

  • Anyone tried Electron from github as an alternative to NW.js?

    Would be interesting to see a real world scenario with a game like Klang to compare the two.

    http://electron.atom.io/

  • I was researching a bit desktop wrappers, and I came across Electron (formerly Atom shell).

    http://electron.atom.io/

    It looks interesting and I wonder what are the real differences with NW.js, in terms of speed and smoothness (janks).

    So far the interesting part seems to be the smaller file size generated and code protection that does not cause a 30% hit on performance like NW.js

    Ashely: have you thought about running some test to see how this compares?