glerikud's Forum Posts

  • No, we don't use NWjs code protection and so there is no performance hit from that. If you enable minification on export, you get good code protection anyway from the obfuscation.

    There really isn't any good reason the performance would be significantly different after export - in fact I'd expect it to be better, since it has the advantage of using spritesheets after export, and a lot of preview-only JS code is stripped out.

    Thank you for taking the time to answer.

  • Does C2 use code protection when exporting to nw.js? If so, that means there's an extra ~30% performance hit as mentioned on this page: https://github.com/nwjs/nw.js/wiki/prot ... 8-snapshot

    [quote:36cfmh4p]The compiled code runs slower than normal JS: ~30% performance according to v8bench. Normal JS source code will not be affected. Again, if you have a real need against this limit, please file an issue and we'll find time to fix it.

    ~30% is quite a lot... if C2 does use it, maybe we should have an option to turn it off.

    Ashley , what's you opinion about this?

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  • Does the requirement to have dedicated GPU still stand???.

    I think you should make that investment if you plan to make games seriously. Getting a low-end dedicated AMD GPU paired with and Intel i3 is not too expensive. Take a look at Lenovo notebooks. You can make great games with just an intel GPU too, but you'll hit it's barriers sooner than you might think.

  • Yes, using lower resolution images will help your performance. I'd suggest you try to avoid backgrounds as big as that. Try using the TiledBackground or Tilemap objects for this purpose and if you still have a big artistic background that you can't tile, then split it up into smaller parts.

  • Just make sure you have a dedicated GPU.

  • andreyin - I think we've sufficiently made the point that C2 devs want this, with 92% votes for interest Microsoft said they read the whole thread and the feedback was super useful.

    Great

  • Report this as a bug so that Ashley can look into it.

  • razinar - I made a tutorial about this: https://www.scirra.com/tutorials/5342/c ... sition-fix

    I reported this to the Intel Team & they suggested this fix.

    Thank you.

  • Can you share your capx for us to investigate your problem?

  • You can also hire freelancers.

    https://freelancer.com

    https://www.elance.com

    But how it turns out depends on the people you find.

  • If you're a solo developer, then the simplest method would be to ask your friends/family to help you test the game.

  • Consider firing a bug report about this. The new XDK update seems like caused some problems.

  • Does this also affect the built-in save feature of C2 or is it a separate storage?

    As far as I know, no. Also, if you create your custom save system and write your save data into a file using NW.js, then there's no size limits.

  • There is a NodeJs library that probably can be use for this , https://github.com/greenheartgames/greenworks ,

    You probably will need to do few things

    1. build html5 version

    2. setup this project into node-webkit or Electron by yourself

    3. install this package into your node-webkit/Electron

    4. probably need to create a C2 Runtime plugin to be able to access to this API

    Take a look at this topic: experimental-greenworks-plugin_t117833

  • The NW.js exporters could indeed be a lot better. Adding the steam dlls and the txt to every one of the builds is annoying and time consuming when testing. I know Scirra can't just distribute the dlls but I'd love if I could point my steamworks folder to Construct 2, so it could get the dlls from there and use the in the exported games. Also the appid txt file.

    It would be nice if we could set up a folder in the export window for files like this and during packaging, C2 would copy it's content to the exported folder automatically.