Aphrodite's Recent Forum Activity

  • Actually, lerping the positions graphically would not help that much, as the lerping would jitter as well, and would be an insane amount of work just to work around bugs that will be fixed eventually (#reallife, you cannot rely on hack tricks, bugs must be fixed, as doing hacks tricks is the worst you could do actually for anyone involved).

    Same for the loader, it will make the player wait an empirical amount of time, when this jitter will be fixed, it will be there, making people wait for no reason (well, I guess the jit compilation would benefit from that even later so it is not that problematic if done well.)

  • Afaik, C2 adds a 1 pixels border around the picture, it is documented, even though I did not remember seeing it directly in the manual.

    https://www.scirra.com/tutorials/577/co ... imisations

    But I think the manual says to keep sprites just under power of 2 size for that particular reason.

    If your report already takes that in account, please ignore this post.

  • Aphrodite - thanks. I look forward to WebGL being fixed in chrome! Do you know if there are any major browsers (Safari, etc?) that don't use WebGL? I guess that chrome is just running canvas2d better at the moment.

    Well, safari adopted it recently, and if webGL is not supported at all, it should fall back to canvas2D by itself (that is the way C2 does it at least)

    WebGL, in a non C2 context, permit low-level rendering, and also 3D (the Q3D plugin only works wit webGL because webGL is based on a 3D renderer AFAIK), so not supporting it would be a turn off for some users, thus browser makers should support it.

    Also chrome was I think the first to support webGL (webGL support was actually an anti C2 argument for some as "only chrome supports it anyway" at the time, even though the game falled back to canvas2d in other browsers, they felt like it would be a "optimised for chrome" engine, which as yojc an see, is not the case), and chrome was always good at it, so I would say it is something they have done that reduce its effectiveness, and I do not think they would like to keep it that way if that is the case.

  • Here's another question though, if I have a game with multiple levels, do I have to use a new tilemap per level?

    Depends on what you mean by "level", you can actually use the same tilemap object across layout (they will be different instances), but if you need to change the look of the tilemap (by that I mean the image of the tilemap), you will need another tilemap object.

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  • If you double click one of the points, another one should be created, or right clicking a point and add collision point

  • WebGL cannot be turned off at runtime, as there is not legit way that you would want that option (webGL gives a better control of scirra on the rendering C2 does, is faster at rendering at the cost of a little JS overhead, if chrome has a problem with that, they will correct it as they have no interest at being slow with WebGL), you can turn off the effects with events, which would be nice to have inside an option menu as well as the target resolution setting.

    The set canvas size sets the Window size parameter, which alter the way the low quality setting reacts as well as the viewport, the set layout scale is here to zoom accordingly in the game to have the same viewport, however this is kind of hacky so I would recommand to be careful and replace it if there is an official way to change the target resolution of the low quality setting.

  • I never went above 400 events for any of my projects, and the times I did, there was clearly room for lowering the amount of uneeded events, and like 10 to 20 percent of them were functions, as I am trying to never have useless repetitions.

    I kind of wonder how you can do to have as much as 5000 events without hardcoding everything. .-.

  • I am not a lawyer, so I cannot tell a lot, but I think in some countries, just creating art makes you have the full ownership of them if you can prove you are the one who created them.

    I guess there should be a way for you to ask about that kind of stuff without having to pay anything, as no one should ignore the law, no one should refuse informations on that matter, I do not know which kind of service you should go to myself, others may be able to tell.

  • Sorry to say that I could not test it, see the attached screenshot.

    Not sure what that could mean (I know there are two apks generated by crosswalk for two different architectures, but it may be unrelated).

  • I just wanted to be sure of one thing: it is impossible to have a project file downloaded with the game during the first loading, we need to load it separately via an ajax request project file, right?

    So it is better to load a needed file at the startup of the game I would guess, and hope for it to download with no errors, or could there be a way to download a project file at the same time as the rest of the project?(and for people wondering why you would need that: organisation, I do not see anyone wanting to have entire walls of texts hardcoded in events, and some of those informations may be needed for the game to run if the connection just breaks during gameplay).

  • Actually, I think the web audio API was a beta feature for chrome, and everyone ended up using it, but in his final instance, it ended up breaking the former instance, the bug was actually corrected in late 2013 by scirra in C2, everything before that used a former way of handlind the chrome web audio API that worked at the time, even though it should not have been included innan engine in the first place (it had been because it was the only way at the time).

    If anything, it proves that one code base for all browsers is possible as long as you are carreful with not fully implemented and validated features.

    In short, rather than making things work ASAP, it is better to support what is validated and standardised, as they will work long term wise.

    If it is just a dream anyway, then I will more be doubtful of the future of multiplatform rather than everything else, as that would mean 2 things:

    Either standards can not be achieved, which just means that everyone should just stop, and no more professional should do anything in web design (how many people are actually saying the w3c is useless? Some are)

    Or that people just do not want that, which would be surprising but that is how the market works.

    Before that, what did we have as multiplatform?

    a language that got compiled for every individual platform? That is silly really

    or a language that is compiled and read in a virtual machine? People will abuse the problem of said machine

    Here, we have specifications, and so anyone can support them to make its own interpreter, however, harmony is required, if a platform does not do its job correctly, either we should force it to do it, or drop support for it completelly.

    Also, we should not have any browser specific beta features not yet fully implemented, due to that exact problem that happened, this is real life, we cannot rely on cheap tricks until it breaks, we need to make everyone agree on the standards.

  • Leandrus I think the clay.io ready is actually a trigger, even though it do not look like one (it triggers only when it becomes ready, it is possible that it is not a trigger but just happen once in the whole game process, in that case though, this is still a bug), so you should use it to change the value of a variable, then check said variable when you have to use the clay.io actions

    Yes it is dirty, but until it is fixed I dont see another way.

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Aphrodite

Member since 20 Dec, 2011

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