Jayjay's Forum Posts

  • Only been here 9 of the 10, but I still remember fondly the day I found Construct Classic on a magazine demo disk for media creation software

    Construct Classic was everything I ever wanted after growing up on KnP / TGF / MMF (aside from when CC editor and runtime are crashing )

    I am very glad that Scirra are still doing well for themselves and are continuing with producing game development software that isn't cumbersome to use or "needs code" to do anything worthwhile.

    Looking back at my original postings and the change in my experience with Construct when I transitioned from beginner/student to independent game developer, I am excited for Scirra's achievements and pained for the journey left ahead at the same time. As a hobbyist, I love every Construct version and recommend them all in different situations.

    However, I am still hoping for much better support from hardware/consoles and software (eg: Chromium) for the platforms that C2+ are using. It's almost viable now for any (and is viable for most) 2D game(s) made in C2+ to compete with other Indie native engines on PC, so I am looking forward to the future of the HTML5/WebGL platforms.

    P.S. If anyone wants a "blast from the past", check out this video

  • tunepunk Wow those are some great findings! I think it explains a lot of the strange issues that we (and by extension our Steam customers) have experienced with our 2D platformer.

  • Wow looks great! Nice work!

    Would love to see a performance comparison between this and the regular JavaScript Box2D Construct 2+ uses already, as it would demonstrate why more of the JavaScript should be created from Emscripten/ASM.js

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  • As long as your collisions don't need to be precise/you aren't making a platformer or fighter or shooter, it should be fine to drop a frame here or there.

    Players will notice it, but I don't expect performance of Construct 2+ to improve further than what everyone's reporting here unless it switches export to a C++ into Emscripten/ASM.JS method (basically the web version of assembly language). It's more likely to happen with Construct Classic (which is: never) since it's already in Visual C++, but for C2+ the plugins and entire engine are written on (mostly) hand-made JavaScript already, so it doesn't convert to ASM.JS

  • If you need to use bigger numbers, the solution might be to simply use two numbers to store the effective "one number" in two halves. Only works for addition and subtraction I'd think though, with lots of checks to see if an addition would push the bottom half so that it increments / decrements the top half

  • Seems like there is some basic PS4 HTML5 support: http://playboxie.com/ps4/

    Not sure how well the performance will be, but HTML5 on any console is pretty rough right now (Xbox/Edge has the lead I believe)

  • Tried that in Chrome (61.0.3163.100 official build 64-bit) on my i7 6700k, GTX 1070, 16GB DDR4 RAM:

    ~35 dropped frames

    1sec jank: 0.1ms

    Avg jank: 1.8ms

    Max jank: 16.7ms

    Est. CPU: 6%

    Max CPU: 4%

    Status: done

    Test score = 59

    rev14

    Would love to see a test like that running 1 or 2 instances of the platform behavior.

    Edit: Noticed my Chrome was out of date, tried it again after update (62.0.3202.89 Official Build 64-bit)

    ~13 dropped frames

    1sec jank: 0.1ms

    Avg jank: 0.6ms

    Max jank: 16.7ms

    Est. CPU 8%;

    Max CPU: 4%

    Status: done

    Test score = 60

    rev14

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  • Actually if Construct exported to Emscripten/ASM.js we probably wouldn't have a lot of the issues we do. I remember the Unreal Engine 3 Firefox WebGL test from years ago and it ran smooth on my older PC. Construct Classic still runs smoother than C2 on my new PC running:

    i7 6700k

    GTX 1070

    16 GB DDR4 RAM

  • Notice also in that thread that Chowdren exporter boosts performance? (It also allows console export)

    There are no options like that for us unless Construct supported an abstracted export that lets people make their own runtimes and importers (like Spriter does)

    Making a whole HTML5 wrapper doesn't remove the slowdown of JavaScript and the incompatibility of WebGL on older hardware and consoles

  • Ashley Superpowers HTML5 is an open source framework for creative collaboration (the default module is a 3D engine for game dev, but it can also be used to edit websites or LOVE2D games): http://superpowers-html5.com/index.en.html

    Any chance the code from that could be back-ported into C3? Real time collaboration would amplify C3's usefulness as an educational tool and for game jams <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I had a feeling that was something you wanted to do. It's possible to do with sprite frames (especially if you treat the legs as one object and the top torso as another for example) but does mean a lot of brute-force generation of sprites.

  • I think maybe your best bet (if you want to stick with Construct) is make animations in spriter or spine and then export still frames / spritesheets?

    It's not ideal for the work load you do as a developer, but you will have better performance since animations of each tiny part don't need to be calculated in real time that way anymore.

  • newt the sales arent the problem, its the glitches, missed collisions, and poor performance of HTML5/Construct/NWJS

    I have recreated our newest game's C2 prototype from scratch in C# and Unity and those issues went away.

    Aside from 2 years in highschool I am a self-taught coder.

    Performance should not be that different if "HTML5 is as fast as native", especially as we fit even more effects and code into the Unity build.

    Pretending these issues dont happen is actively participating in lying to people who are expecting to make real commercial titles based on the advertising.

  • newt

    You're welcome to make a Steam platformer in C2 with over 20 thousand players too and then come back and tell me I am wrong

    The engine has bad bugs, either in its engine loop and platformer plugins, and/or its NWJS wrapper.