Aphrodite's Recent Forum Activity

  • I think in that case, you should check for ""

    rho

  • Well, even though I think it is not worth the time of scirra, it would still be a nice thing to have just to be sure.

    Also spritesheets are sliced also to reduce the size for images where png8 is loseless. Not only for the progress bar, and for supporting devices where textures cannot go over a certain size IIRC.

  • I would think it is not possible on your end, as the user may not want to give every webapp in existence the right to write too much data in the webstorage.

    Unless you were not using the direct html5 export, in that case, it should be possible.

  • Well since Scirra supports Ejecta, the under iOS 8 is actually supported for now (if it does not work, report bugs correctly to see if they will fix it), even without ejecta, C2 games still work on iOS (through the safari webbrowser, you may think it is kind of a cheap justification, but actually the direct html5 export is the only one that produce a single result that runs everywhere without needed this stupid "build for each platform individually"), so their statement on the front page is true and accurate, as for cocoonJS, they should not take them back, ludei has to talk to scirra so they can offer good support, but we should remember that scirra has no means to guarantee that canvas+ will not break once again (as this is not their job to program canvas+, remember the people that complained to scirra directly rather than to ludei for some cocoonJS bugs? No wonder they did not get fixed, even ludei could not keep track of them).

    PS: the html5 exports is known to be one of the thing ludei wants to support (it currently works?), so in the mid term the cocoonJS exporter itself should not even be nessecery, and the plugin is maintained by the community, as long as there is communication, it is good.

    To be fair, the phonegap, ejecta, node webkit, etc... support should not really be a part of the built-in C2, and the same goes for cocoonJS, it is just convinient to have them, but none should be contractually quoted as exporters, dropping cocoonJS is just a part of what should have been done IMO.

  • 266x52, if you will see, fit only in a 512x512 square shaped spritesheet, yes, they are square shaped, which I found weird but there may be a reason for that.

    Unless you meant that there were more than 2 frames and they did not get fitted into it.

  • One day the Messiah will come, and you will know him by his name, which shall be "exe exporter"

    That would still not correct the issue, C2 is sold as (and truly is) an html5 engine, it is not like the html5 export was "just an optionnal gift that could have bugs in it", it is the main exporter, even if one day there is native exporters (which in a way, would be kind of dumb multiplatform wise but that is not the question), that would stil be an issue, it could even be considered worse, as the main export would have more issues than the secondary ones.

  • Arent PS2 and up games are 3d?

    There are still real 2d games on those(or even compilations of 2D games), not a lot, but it is doable

  • Sestenes, xDevWizx - Does the method will gives negative effect to the performance (if you use too much tiles of sprites)?

    A rectangular tile background of 40x40 tiles will be rendered in one pass, and one single draw.

    40x40 sprites however will be rendered separately, which will increase the time needed to not only render them, but also to tell the GPU to start the draw, it is also an hassle to do it manually.

    C2's features, unless particular cases, should not be avoided in cases they are meant to be used.

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  • Lerp(0,30,3*dt) is not varying since none of the parameters are varying (it is equal to 90*dt if I am not wrong).

    But I will say LittleStain method is better anyway.

  • Last time I checked, this game was only availiable for windows phone and windows 8 and I do not remember seeing any sign of him wanting to go to the android route, so if I have not heard of it, maybe others did not.

    https://mobile.twitter.com/mudvarkgames/tweets

    Could be wrong though.

  • Last time I checked, I think there was the name of the effect's creator in the effect description for built in effects

    EG: Alpha clamp

    Set alpha to a minimum or maximum value using a threshold. (By: Scirra)

    And also there were none "standard bundle", even though they may be based off simple expressions in the langage they are done with.

    So this request would make sense.

  • For the cache, I sure don't know.

    But for WebGL, did you try turning off the webGL effects only (aka not webGL itself) before doing this comparison (and also testing in other browsers just for comparison sake)?

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Aphrodite

Member since 20 Dec, 2011

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