alastair's Recent Forum Activity

  • Spritefont that let's me make some words a different size or color. So I don't need to use 20 different objects in the same place.

    an audio action/expression to fade in and out of a specific tagged audio file.

    Ya, an enhanced audio object that requires less work to use would be good. Fading out a song then playing a different song or playlist.

  • I haven't looked at the new plugin yet, but can you just use Dictionary instead? And when you need to save/load just do so with dictionary json data?

  • I don't know if this is relevant to performance or not, but Ashley posted this recently on his twitter:

    [quote:3202i0vo]Sounds like there is finally consensus about canvas rendering from workers with OffscreenCanvas: https://wiki.whatwg.org/wiki/OffscreenCanvas

    Would need a runtime rewrite to use that though...

    [It would mean that the] entire runtime could run in a worker, unaffected by any main thread jank. Realistically this is a post-C3 project.

    I'm guessing that means our games would utilize more cores? I don't remember how many are being used, but considering 48.8% of Steam users have 2 cores and 48% have 3+ cores, that might be good.

    You'll definitely have a few users launching the game twice because of the few seconds to fire it

    Haha, yeah I've had to do that with people. Educating them that it's going to open, just not for a while.

  • are coders outside of C2. In fact, that reminds me that nesting is completely broken in C2 and most code that we would do in programming has to be extremely dumbed down and expanded into more events/conditions. That's a nice "gotcha!" to run into

    I'd love to hear an example of that, since I've only ever used the Scirra/Clickteam style of coding.

  • There is a bug in Chromium where when using non-xbox controllers (at least on several of my different non xbox controllers), they can only be used once. If you close the browser or tab, and then open the game again the controller will no longer be recognized.

    With Firefox though, this bug is non-existant, you can use your controller no matter how many times you open or close the browser or tab. Who knows how long Chrome will take to catch up in this area?

  • Ya, it's basically the same performance as Chrome, not going above 50 FPS (35 FPS in newest FF). So the old node-webkit is still better performing, at least on my low end i3.

  • Okay so I updated to this version and I get around 49~ FPS, whereas with the very first unbundled nodewebkit from r187 I get 58~ FPS.

    So the older version gave me 10 more FPS than the new! So this new version is looking worse for my Intel i3 computer as it now causes a frame rate drop and stuttering, I guess I'll have to try it on a range of low-end computers though to see if its universally worse for my game.

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  • I get about 32-36 FPS on my work computer. In standard browser view at whatever settings it was at default.

    In fullscreen at 640x360, I get 42-55 FPS.

    In fullscreen with resolution auto, I get around 20 FPS.

    Chrome 40.0.2214.115 m

    OS: Windows 8

    Res: 1920x1080

    CPU: Intel i3 4010u, 1.7ghz

    GPU: Intel HD Graphics 4400

    RAM: 4gb

  • https://www.scirra.com/nwjs

    [quote:2x13znfx]v0.12.0 (Chromium 41), 106 MB, 5th March 2015, Download

    All good?

    Could possibly have issues with Greenworks?

  • HerrVonClaussen I'm not sure what you mean about parallax preventing your character from shooting, is that related to the bug in this topic?

  • +1, would be simple and useful (for the user).

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alastair

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