RayKst's Forum Posts

  • Next version of awesomium will get full support for webgl and everything else it seems. When it comes i'll see about making a wrapper for C2. I already have the base rendering code working ,a gui made with html5/css3, rendering to opengl. Even with it's licensing costs Awesomium seems to be the best solution to get webgl and everything rendering on a desktop host.

  • In some of that games i believe it's a custom made lightning. But it has nothing to do with ray tracing. In other cases it's per pixel lightning done with pixel shaders most likely. This and much more will be possible when C2 get's the full power of webgl, that is, shaders. Terraria for example in earlier versions used a custom made grid lightning system. I saw somewhere that it now uses pixel shaders. It's more efficient on most hardware, and easier to code. I believe most of this examples can be done in Construct Classic too.

  • Basically what is happening is that the platform and player vertical velocities are different, so you have to lock player vector y with platform vector y. At the same time disabling gravity maybe. But i believe it's more complex than that since i opened your example, tried this method and failed. There's a series of factors. I believe someone complained about this a while ago and it was fixed internally in the engine, strange;

  • It's really nice but it doesn't do loading bars it appears , only "infinite catch tail style". So you can't see the loading progress of the game.

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  • That's why it's on Open Topic. But it is totally related to C2 since C2 depends on all this stuff to get a long and prosper life; We can't unfortunatelly forget all this stuff and rely on C2 for everything since C2 can't do everything. It's just an informative and mind opening post. Again i have to congratulate you Ashley by being able to overcome all this hurdles and delivering C2 to us.

  • I feel very much like the author. People think : HTML5 is the future! Yay so let's just forget everything. X is dead. Y is dead, Z sucks etc. Like the post author said people treat things as religion. It's idiotic at least. The transition must be slow and calculated. You must use the right tools for the right tasks.

    Technologies like Flex, Air , Silverlight may be dying or dead or with existential crysis but they do offer things that HTML5 tech can't dream of offering anytime soon. AAA Gui support is one thing. You just can't (or with very difficulty) do complex rich gui web apps yet. Yes solutions like JQuery UI and stuff try to accomplish that goal. But imo they fail. Yes HTML5 is new, it' a baby. It isn't fair. But people seem to forget that.

    Must HTML5 tech support it all and rule alone ? It doesn't have to be. But for most people there can be only one champion the rest just sucks and have to die even if a month ago they thought the opposite.

    The other big problem is JS. Poor JS, the weight on it's shoulders is just too big. It's not prepared for the things people want to do with it these days. You must fight with the language to get a minimum of quality of code, modularization, ide support etc.

    Have you stopped to think why there's tons of JS libraries to handle problem A, B, C, D, E. etc ? Libraries it good and nice. But they should be extensions. You mustn't have to rely on them to perform every single task with a language and to be able to program decently with it.

    It'll be a very very hard task to fix JS. Maybe impossible. The new version won't do it. It'll make it better sure but won't do it. Some people say: "Don't fight with the language, accept it". Must i accept such regression ? I don't think so.

    The biggest app i ever made, on desktop, had some tens of thousands of lines of code (C#). It required lot's of modularization. I can't even imagine coding something like it on JS. It's very very difficult for one person. For a team it's nigh impossible. What must be decided is: What is JS for ? Web Pages ? Great. Perfectly doable. Big, feature rich apps ? Forget it. They must be big there's now way. We want nice looking interfaces, responsive, the best user experience etc.

    Games, even simple ones ? No way. It get's unmanageable very fast. It's not anyones fault. It's the language's fault. Of course you can write bad code anywhere, but with JS is just too easy.

    These are troubled times indeed.

  • Nice read about the truth of doing complex desktop like apps in HTML5/CSS3/JS today: Here

    Couldn't agree more. We still have a long way to go.

  • Yeah it's native vs web hell. I wonder how this will end. Web is great but how it is now it's just now suitable for all cases. Hell, 99,9% (100% trully) games that i play are native games.

    I too think that native c2 would have to be a new engine. The runtimes are just too different. An EDK to support this would be like a new Construct being coded from the ground up. The best chance right now is using a web runtime inside a desktop shell. I don't think that's the right way though. Anyway, my hopes are still on NaCL. I feel like i'm the only one that think that way :(. It's the most promising technology right now i think. And if PNaCL(Portable NaCL) becomes a reality it would solve all our problems (i hope). These are times of uncertainty. So it's better to not dive too deep on this just yet... Damn i better go learn some Unity

  • Yeah it is getting there. But webgl must become widely supported first. Latest version of Android seems to support it . iOS support afaik is still crap. We pretty much depend on webgl since canvas is not suitable at all. If we have to move on from desktop we must get the same power or at least get near to it. And for now WebGL and NaCL are the only way.

  • Rectangles should be treated differently than polygons depending if they're rotated or not. If they aren't you can just do the simple check:

    rect.Left <= other.Right AND

    rect.Top <= other.Bottom AND

    rect.Right >= other.Left AND

    rect.Bottom >= other.Top;

    But if they're rotated the check is much more expensive. That's why rectangles can't be treated as polygons at least at engine side.

  • This. Multiple shape collision would be a great addition. The problem would be not only handling the multiple collision cases between rectangle, polygon and circle, but too many shapes on a sprite would would drop performance. Still a very welcome feature :D

  • Yeah of course. Since i always draw my sprites myself i always use alpha and that's it. That's why i was wondering. Of course there's many pixel painters old school style that don't support alpha. So in that cases yes it would be useful to support this feature in C2. And again i recommend that painter Moai . It got some cool features.

  • Take it easy i never underestimate anything that's not my style, and hate people that do. I was just curious since i myself only do pixel art, but on paint.net. But i'm not 100% satisfied with it. Paint is a little better but not enough either, for me of course. I'm searching for a pixel art program that fits my needs. Best i found so far is: Moai . There's many other great ones of course. If you know of others please tell me ^__^

    The problem is that with the current engine color keying could perform worse even much worse than simply using alpha sprites.

  • I'm curious what would be the advantage of this ? (called color key i believe). Only if you're using a tool that doesn't support transparency like paint ? In the past it made total sense since there was no support for transparency in graphics devices. This makes me remember old Mugen engine that had no support for transparency (used old allegro) so all sprites had bright pink bg's that were removed at runtime. Good times.

  • Use lerp. Doesn't matter the number of objects. Simulating the effects of lerp in animations would be big and meaningless work, makes no sense at all. If JS can't handle some hundreds of lerp calculations in realtime than we're doomed.