RayKst's Forum Posts

  • The guy used a clever optimization. Since he didn't post the code i can't tell exactly what he used. But from what i understood it's a double buffer technique with two canvas and copying only what's visible each time from one to other.

  • What browser are you using ? I'm using Chrome 17, works ok here. If you're using the same then i'm lucky i guess. Should work on Chrome and Firefox i think.

  • Some HTML5 slides on the bleeding edge of HTML5 : Here

    Very motivational :D . Some of them are already here in alpha like gamepad, and others are going to make HTML5 gaming and of course, C2 much better! Examples are, mouse locking , much better canvas pixel manipulation performance (Canvas plugin much faster), even better sound support, better input etc. Great times to come. Only thing missing is getting all of these on mobile too :)

  • It appears it's working perfectly 50% and with issues 50% ? WinXP seems to have the most issues mainly because it's hard to keep support for XP. If you're stuck on XP you'll have to live with the consequences. Hard truth.

  • Well you probably won't find a cake recipe for this. It's the same as asking : How do i make a MMO ? Some could say that if you have to ask you will never make it. I say first: Did you learn the basics first ? Then go learn the "hardies". Then discover what features a site like Kongregate has to offer. Then what technologies they used to make it possible. Go learn those technologies. Master one by one. When you do that learn how to integrate them together. Then GOTO: first step and repeat as necessary.

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  • Perect here too. Fast load. Fast execution. Not sure if 60fps though. A text with fps would be helpful. Win7 x64. One question : How the game files will be embed ? In a folder ? Inside the EXE ? And how do you plan to make the export game as EXE ? Of course the best option would be a simple option on editor Export as EXE or something, that would package everything ?

  • Well that's bad and great at the same time, good work !

  • Ok i'll try making a C++ version. I can't resist.

  • About Awesomium they revamped the entire API. Either in C# or C++ i'll have to change all my code. Good part there may be many changes but the code itself is small.

  • Yeah i wish i knew that. What that "Indie Company" means exactly.

  • 1.7 version ? I'll update my code asap and see if the performance improves.

    Update: Damn no dotnet bind yet. I'll keep waiting.

  • It is possible but one would have to rewrite the entire runtime plugins included in a framework for Android that is flexible enough such as libGDX(low level wrapper - java - for opengl with some convenience high level classes). I don't think this is coming anytime soon if ever. Everything is moving to the Web there's no coming back. Let's hope Android get's full support for WebGL at full speed. In this, Flash, not dead yet it seems, surpassed WebGL, by running at full speed on iOS and Android recently in new Air version with Stage3D tech. I , from a programmer's point of view still prefer Flash, much better to program with, but the future is HTML5 it seems so let's hope HTML5 (that symbolically encompasses WebGL) catches on soon.

  • C2 rules but there's some things Stencyl does better:

    • Cloud integration, download assets, behaviors right from editor.
    • Asset share system , 'StencylForge'
    • Tilemap support
    • Better font support, customization inside editor like, drop shadow. Yeah i don't like webfonts.
    • Better visualization of things like : My Games Screen, Game Scenes screen. In Games Scenes for example it's more intuitive to set the start scene, and get a overview of all game scenes.
  • First test (running on canvas) with particles effect example (adequate example) : 2 FPS. I'll check my code for possible optimizations. Even then 60fps on canvas is practically impossible right now. Let's hope for 1.7 version with webgl support.

    Apart from that getting it running was a piece of cake since i already had a base code.

    Notes:

    1: It's running locally, no idea how to run it through an embed server, don't know if it's even possible.

    2: Had to load jQuery locally. Loading from Google hangs the app.

    Update: Posted on awesomium forum asking for some tips on this case :)

  • I'm waiting for 1.7 alpha launch , since it'll support webgl. But i think i'll start with current version just to see how it works.