TiAm's Forum Posts

  • So, webview+ is basically ludei's cordova based build service, right? So it's comparable to crosswalk? How does it run on android 4.x devices?

    Sometimes all these export options get my head spinning a bit...

  • I've actually read some really positive opinions of wp8. Unfortunately, they just didn't sell. Kind of sad that microsoft actually made a good mobile OS from scratch, then flopped in the market.

    Platform-agnostic development like C2 is great for emerging platforms, but they can't expect us to go to a lot of effort to make things work if the market share is that tiny. :/

  • I find the colored tabs kind of confusing, as the colors are arbitrary. It would be awesome to be able to specify what color tab would represent a particular layout or event sheet.

  • These are quite impressive. And they certainly aren't as 'cpu destroying' as the author would have you believe; they are silky smooth on my HD4000 iGPU. Thanks, TheBen!

  • Ruskul

  • For information purposes:

    I tested previews and exports with the following versions of C2 and NW.

    (r190, r192, and r193) + NW 11.5 = still stuttering.

    I reverted back to NW 10.5 (Win 32bit) and it's smooth again.

    Hardware Specs:

    xeon 3.5ghz

    32 gb ram

    solid states

    nvidia gtx650 ti

    These are just my findings, though I am curious of others results as well

    Thanks for testing and sharing.

    I looked at the changelog and it seems pretty minor, just two changes listed:

      Fix: Normal frame should not simulate user input events (File input dialog) Fix: crash in debug session of WebStorm (WEB-14378)

    I am a bit curious what that first change means exactly. Anybody here understand the platform well enough to explain?

  • New build!

    Node Webkit v0.11.5 (based on Chromium 38)

    https://www.scirra.com/node-webkit

    Any better? I'm thinking we won't see a significant improvement til chromium 39-40...but I'd love to be surprised. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I think the last line of this post is what got people going:

  • > Still, I would say this: subscription pricing, as a concurrent alternative to a flat fee, might open the door to potential customers unwilling or unable to shell out for a full license all at once. Just a thought.

    >

    Subscription licenses are a good idea, but only if:

    - There would be regular, one time buy licenses too, just like now. Don't forget the users who don't do full time development. Their projects can last even a year or more.

    - Keep the offline license validation engine (or how do you call it?). Online can be a bit more secure, but I love the concept of the full usability offline.

    Yes, +1000 on both of those comments.

    If C3 required you to be online all the time to use it...I probably wouldn't use it. Sad to say, but there it is; I feel very strongly about programs maintaining offline functionality whenever possible.

    And there should still be a one time 'forever' license for those willing to go all in.

  • I think the most important part is making the transition from C2 to C3 as smooth as possible:

    • The engine should be an evolution, not a revolution. C2 has a great engine; no need to start from scratch.
    • Plugin system should be backwards compatible. This is vital; it's the backbone of C2.
    • Any relatively recent capx/caproj should open right up, and run as well in C3 as in C2.

    Also important:

    • Whatever framework is chosen for the editor, please let it be one where simple requests, like universal search, can be implemented without great protest. The inflexibility of the current IDE is the most frustrating thing about C2 (outside of export woes).
    • On the interface, it should be FULLY themable. It may sound trivial, but switching to a dark interface is way easier on the eyes.
    • Canvas/Paster functionality as a built-in object. This is too important to be a third party plugin. In fact, why not do this now, for C2?
    • We don't need a recreation of photoshop/gimp/krita. An 'open in external editor' button will do. But we do need better animation/asset management tools. The following thread has some excellent, well thought out suggestions:

    Awesome (but optional):

    • Some sort of WebGL/SIMD.JS accelerated physics/collision system. As it stands, on mobile we face a disadvantage with collision logic vs a good native engine. The technology to address this isn't quite there yet, but in a year or so, it probably will be.
    • Limited 3D support. I'm not sure if Construct should venture fully into the realm of a 3d game engine. But limited support for 3d content and manipulation would be great.
    • Better support for developing apps as well as games.

    Finally:

    • More hands on deck. I don't want to see Scirra become like Unity, with a building full of developers, but I don't know how long this can go on as a 1 man show. Honestly, if I were Ashley -- and I'm probably stepping well out of bounds of my expertise here -- I would be trying my damnedest to hire rexrainbow at the very least.

    As for pricing, if C3 is another $100-$200 dollars, I really can't complain. Take a look at what Unity costs.

    Still, I would say this: subscription pricing, as a concurrent alternative to a flat fee, might open the door to potential customers unwilling or unable to shell out for a full license all at once. Just a thought.

  • The ability to bring something like this into Spriter is where thing get interesting. With all those individual parts, you can really go nuts with animation. And, if you want to blow something up...

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  • It's odd, because I simply haven't seen a repeat of the 'mega-jank' behavior. I can get some pretty bad stuttering if I crank the rez all the way up to 1920x1080, but that's my iGPU, not the game. In fact, it stays playable, which is quite impressive if you think about it.

    I'm really caught in the middle w/ systems to test it on: I have an android phone(useless), an ancient Asus EEE(useless), and a really powerful desktop that is way more powerful than a run of the mill PC. Don't really have an 'average' system to test on since my last two laptops went to the blue screen in the sky...

  • Burvey

    Love it! It's a interesting approach, building all your objects out of a limited set of simple parts. As TheWyrm said, it's an easy way to get a 'consistent' art style.

  • First, just a few random notes:

      1. The map controls are only partially mapped to WASD. W and S move the selector up and down, but A and D don't do anything. Arrow keys work fine. 2. When you first arrive at the map, if the selector is over a level, you are neither told what the level is, nor can you select it, until you move the selector off it and back over it again. 3. This may just be me, but I would default to a slightly slower screen rotation rate. Brilliant idea to make this an option BTW. 4. The startup screen that says 'press any key to continue' doesn't actually take any key, only certain ones. 5. At one point during a level, I made an infinite jump. In other words, I jumped, and the jump kept going up forever. I finally figured out what was causing it: If you pause with escape, then press 1, it exits the pause menu and botches your movement in an odd way. This can lead to rocketing into the netherworld, floating above the ground, or drifting out away from the ground at odd angles.

    My experience with janking/halting:

    My system is a i5 3570k, HD4000 (no dedicated gpu), 16gb ram, Win 7 x64, SSD boot drive.

    When I first tried Airscape out last night, it ran perfectly. I ran at default settings, in windowed mode. I didn't see any halting or janking in the opening or during gameplay. Out of necessity, I initiated many unfortunate encounters with lasers, but to no avail. Had lots of fun, got a little seasick.

    Today...my luck hasn't been so good.

    I started on level 01-02. The game was halting terribly, not when kamikazing lasers, but just when I was running around. This seemed to last too long to be mere javascript compilation. Nor did changing resolution or fullscreen/windowed status seem to change things. But then...it cleared up.

    Exited back to the main map. Decided to try the first level again. You know how the first level opens with sqiddster falling a long ways, and crashing into the ground? Well, for me, that intro played like a malfunctioning slide show. The delay between frames was well over 2 seconds. When sqiddster finally hit the ground, the game stuttered a bit more and cleared up. Ran around a bit, everything seemed fine. Exited, re-entered level. Falling intro was smooth as butter.

    Shut the game down, rebooted it. Everything worked fine. No slideshow on level 01-01, no jerking, nothing.

    Tried again. One short (0.1 sec?) lag on the falling intro to 01-01. The occasional micro-halt during gameplay. Everything else ran fine.

  • Too cool. This is really looking better and better.