RayKst's Forum Posts

  • I recently found node-webkit which appears to be better than AppJS. Worth a check. Supports WebGL , Audio (not tested) and everything and starts fast. Been using it myfelf to make desktop apps using web techs. It runs on top of NodeJS so you have full user file system access etc.

    *Mad Idea On*

    In the future C2 could be entirelly rewritten in HTML5/CSS3/JS an made to run on all desktops with node-webkit ^_^

    *Mad Idea Off*

  • The point is that Konjak is a master spriter and animator. With such skills and with the mega productivity of Construst he could take over the world, really.

  • This can only be made properly with WebGL. Don't know about Canvas, but maybe. Not that hard to implement at all depending on the type of split screen. I don't think it's possible to do it right now in C2 since it requires direct access to rendering code. Using things like multiple canvas or other crazy solutions is not adequate since not only it would perform badly but not be multiplatform. It would be like creating two or more levels areas on one layout and having several cameras covering each area. Then something like draw camera1 view on left of screen then draw camera2 view on right of screen and so on.

  • Bunnies: ~ 1700 bunnies max at 60FPS

    Bullets: ~ 1800 bullets max at 60FPS

    On my bunnies and bullets test.

    Chrome appears to be still a tad faster.

  • Update: On new Awesomium exporter version:

    Bunnies: ~ 1700 bunnies max at 60FPS

    Bullets: ~ 1800 bullets max at 60FPS

    Chrome appears to be still a tad faster.

  • Wow i must give my congrats to Ashley and Awesomium guys for this. Full constant 60FPS with thousands and thousands of shaded objects on screen.

    Desktop: Mission Accomplished.

    Now to mobile :D

  • It's not vector based in the traditional sense like InkScape. It's much much more powerful. From what i saw it beats the cr*p out of every tool of this domain. Great find.

  • I'm worried because there's the possibility html5 will never cover all our needs, not only performance wise. Hope i'm wrong. Edit: Seeing things like this makes me have hope.

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  • Yeah. I think that's a pretty reasonable idea. If Stencyl guys decided to use it, it must be viable. When they announced that they were overhauling the engine and creating native exporters for all platforms i doubted. It seemed an almost impossible feat. With Haxe it's indeed possible. More specifically, HaxeNME. I believe that's what they used. The idea is great since you can still export to HTML5 and keep the html5 vision goodness, but export nativelly to all platforms too. So it's completelly future proof.

  • It seems Stencyl guys solved the problem in Stencyl 3.0 by rewriting the entire engine in Haxe. With it they get Windows, Mac, Linux, Flash, iOS, Android, HTML5, and more. All native. Not sure about performance , yet i've seen mentions of it performing very well in iOS. In Windows it generates C++, so native code. This is 'confidential' info btw. Only know it because i ocasionally lurk at their forum.

    This is Ejecta , it appears, is just a simplified CocoonJS like tailored to be used with ImpactJS engine.

  • Holy cr*p i want that game now !!! Why isn't there anything on this level for C2 yet ? Now it has enough power. I still prefer Classic for some reason though. Still prefer full native old school games.

  • Don't know if they're the only way, but sprite/bitmap fonts are the best way. Web Fonts are not suitable for games at all imo, much less on mobile.

  • Oh man. :| More 6 months for next release. Oh well. Hope i'm wrong.

  • I hope they fixed the terribly huge cold start times. Though i guess that can't be helped

  • Yay now is the time !!