ryackov's Forum Posts

  • I made a few dollars and got a thousand views with this game: http://usiga.vlexofree.com/game5.php

  • Optionally have game download new version before running, like set it as a variable for the whole project.

    Right now I have to ask people to refresh my game after five seconds. It makes distributing new versions for games in development very difficult.

  • 9,000

  • trust me, each variable likely consumes no more then a kilobyte of RAM

    a typical computer/mobile device has at least a gigabyte of RAM.

  • Oh, and Arima - you argue "there's too much uncertainty", but with a native port you'll have uncertainty over supported features instead. As I said before, a native engine is not going to be a magic bullet where everything works perfectly, it will tradeoff performance for other porting incompatibilities.

    I also absolutely cannot see why examples of single bugs like memory management is an argument for the extraordinarily expensive and time consuming development of native engines. It is *obviously* much easier to fix those problems first before even considering it. This is an ongoing work in progress, but we will get there.

    With modern devices with an up to date browser and OS, performance is already outstanding: as I said before my Nexus 5 can outperform some of the desktop machines in our office on some benchmarks. There's an argument to make a native engine to support older devices, but a native engine could easily take so long to develop to maturity that the next generation of phones and software updates would have already filtered down and far reduced the problem. This already happened with desktop. I dread the idea that we spend a year holding up everything else to write a native engine, and then by the time we're done HTML5 performance on mobiles is not a problem. What a colossal waste that would be!

    Actually you don't have to fix those issues.

    In five years, Moore's Laws and browser-side performance improvements will fix those issues.

    I still find it bizzare that my web browser itself (not related to Construct 2) takes up far more memory then it did when I only had a 1 GB RAM desktop. Sloppy browser design.

  • [quote:1khs4yss]5000 paying subscription members paying $100 per year will see Construct 2 grow to become what we all need it to become.

    Nothing prevents you from donating $100 to Scirra with a check in the mail.

  • It's not a problem? It's a question?

  • ....why are so many people giving irrelevant answers to my questions?

  • How long until Construct 2 detects a new game version? The description of offline games and the browser object doesn't really explain how long it takes for Construct 2 to detect a new game version and to begin downloading it.

  • You don't need to reset all the variables.

    Just use the set action and it would change the variable to what you want right before you need to access it.

    That's all the advice I can offer.

  • Regarding wasting bandwidth you wont need to finish the download, just start it. We'll do a blog post to let everyone know when we do hit 1m and will confirm this.

    I mean on your end. How do you have so much free bandwidth?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Construct 2 is limited in optimization tricks since it relies on interpreted language, not compiled.

  • This all seems like a waste of bandwidth.

  • I would like an updated version of the above. He's made improvements upon the implementation: [quote:1c871dbq]

    Update 11/10/2013: I am getting ready to release a version 2.3 (same random sequence) designed to be slightly friendlier to use in node.js, and I got a chance to test the PRNG quality using the dieharder random number test suite, which collects billions of outputs and tests for non-random patterns. To provide input data to dieharder, I just called seedrandom from node.js and tested the output stream of 32-bit numbers generated by Math.floor(Math.random() * 4294967296).

    Here is the dieharder analysis of the sequence starting with Math.seedrandom(1). Note that the "WEAK" asessment is given for tests that result in a p that is near zero or near one, but because more than a hundred tests were run, we expect occasional tests to come in big or small - indeed if no tests were reported "WEAK", it would be an indication of a problem. Overall, the performance of this little javascript PRNG is pretty robust.

    Update 1/1/2014: seedrandom is now available as a package in npm and bower. The current version number is 2.3.1.

  • It could be an additional option that people are forced to enable.

    Ultimately it would break save games, yes, unless in the capx file there is a saved table of randomized names generated for each object.