TiAm's Recent Forum Activity

  • As a prelude, yes, I am preloading my sounds.

    I'm dropping some SFX into my current project, and damn, chrome mobile lags terribly. I'd guess it's around 0.5 seconds before a sound actually plays. And yes, that's every time, not just the first.

    Weirdly, firefox mobile drops frames visually, but there is very little delay in triggering sound effects.

    Is crosswalk like this too? I haven't tried a crosswalk export with sound yet...now I'm getting worried.

  • In just a few hours we've nearly doubled the number of stars on this bug report...which has already been open for 3 months.

    Keep up the good work everyone. We must keep scoring stars.

    Our new mascot demands it.

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  • I can see a difference, seems to lose about ~10fps when re-maximizing the window after using 'Set Canvas Size', dropping to around 48fps from 60. It doesn't seem like merely scaling up the game canvas should have that much of an impact.

    Not the same as high quality at all: high qual only gives me about 12fps.

    BTW, thanks for sharing this capx sqiddster, could be easily adapted to a pre-game function that sets the the internal rez depending on the test device's fillrate. Handy.

    Ashley must have not looked at the capx yet.

  • > *1

    >

    But then it stays the same!

    If everyone goes *2, the star count will increase exponentially.

  • Here's the basics: Back a few months ago, Google broke part of Chrome. Many of our export options are based on Chrome. This is how we got:

      1. Jank/jerking in every version of node-webkit(NW.JS) since 0.10.5. 2. Degraded performance in the latest beta's of Crosswalk, including 9 and 10. 3. Reduced stability in every version of Chrome since v38.

    Here's what you can do to help: Make sure you are signed into your Google account, then go to the following bug report:

    https://code.google.com/p/chromium/issu ... ?id=422000

    Once there, do this:

    Want to do more? Okay.

    Upvote these reddit topics:

    ...and retweet these twitter posts:

    That's all. You don't need to comment, run tests, or attempt to comprehend any of this. Just star it (and upvote it).

    If even a few hundred C2 users did this, we could push this bug into the top 100 issues on the chromium bug tracker. I know we have that many people -- and far more to boot -- perusing these forums. Please, just take 30 seconds of your time and do this.

    Oh, and if you have a social media presence on twitter, facebook, etc., ask your friends and followers to star this too. Every click helps.

    Okay...so stop reading this and star the bug already. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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  • Thanks Burvey! I guess Somebody deserves a little credit t0o...

  • Somebody

    So...where is the current version of Stuffgen? The version on the first post is pretty old (has the HSL glitches and everything).

  • What would be interesting is a live preview within the editor. Even better, the ability to edit the live preview in real time.

    Oh yes, especially the latter. We can kind of do this with debug, but holy hell is it clunky.

    Here's what I imagine: being able to drag a slider to change values for a litetween object, or the accel/decel of an 8direction or car behavior, while actually playing the game.

    I guess we can do this now by adding our own debug overlays, but the whole idea of construct is to make building games faster and easier, and encourage experimentation and discovery. Being able to modify values in realtime with immediate visual feedback would be a great improvement.

  • Seems like this would be a bit conflicting with the way the IDE works now. Flow chart/node systems are great for some types of logic, and terrible for others. This brings us back to one of the improvements for C3 that most of us can agree on: a UI/Engine SDK would make systems like this possible for those who want to use them, and optional for those who don't.

    That being said: I would love to be able to initialize instance variables and obj/behavior properties with global variables (with autofill and auto-name change in full effect), or even the returned value of a function.

    I'm thinking of all plugin properties having a pulldown where we can choose from a list of all available global variables, or define a function name. Mind, the values aren't 'locked' to the global value, they simply use it to initialize the given parameter when the object is created.

    Other random idea:

    Wouldn't it be awesome if it were possible to build IDE extensions (widgets, windows, what-have-you) inside C2 itself? They could then be exported as self contained files and shared. These extensions would run as NW.JS apps inside C2, where they could be docked or free floating. Each project could have defined in its propeties which widgets it was using, and capx files would include all used widgets with it so people could still trade work sessions easily.

    I'll confess I'm a bit short on specific use cases for this. Just seemed like a cool idea, figured I'd share it. Remember, right now, we're all just brainstorming, hoping to come up with some good ideas that might strike Ashley's fancy.

    R0J0hound

    Love it.

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  • Good work, jayderyu. Most of your suggestions are practical, well thought out, well explained, and would not be possible in the context of C2.

    I added one minor addition: Bool/Array as a new global/local variable type.

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TiAm

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