Aphrodite's Recent Forum Activity

  • Thanks for your feedback. I try to work this out with the next update. I want to get rid of the cocoonJS plugin, cause there are so many bugs. But Crosswalk isn't an alternative at the moment, because the framerate is even worse.

    With exporter do you use for your mobile versions?

    I do not use any exporter at the moment (nor I really do any project at this moment because of personnal life), I stick with html5 itself, but since that does not help with the play store, it is not a solution.

    Crosswalk would be my way to go otherwise due to the fact it is more C2 friendly, but in your case that could mean redoing the game, or part of it (I wonder how you designed it, maybe there are some parts that can be optimised, I saw you game was using physics too, I wonder if that played a role in the framerate issue you are mentionning.)

  • Just tried it on my tablet, my thoughs:

    The html5 demo is inside a really small rectangle, if it took the entire browser view and so the touch controls were not easy to use, it might help with at least having a fullscreen button, or just having the game using the full window by default (letterbox integer scaling is used?)

    I know there is an apk version, but the demo being lighter without the wrapper, some people may prefer playing the demo inside their browser rather than downloading the package.

    The apk uses cocoonJS (spotted it when I saw all the needed permissions, I think there are ways to reduce them, but I am not a cocoonJS expert), and so with my samsung device, my user experience will be affected, in brief, that is what I saw:

    The fireballs are kind of hard to hit ennemies with, as they are small, but maybe with more experience during gameplay I will improve.

    The advertisement at the beginning of the game is working, however, there was no background on the title screen in the apk version (it was dark grey it seems)

    The collisions between the character and the blocks can be weird at times (I suggest having a platform rectangular sprite, with the animations of the character pinned on it, since the platform behavior works best with that)

    The framerate of the game was not that great on the apk version, but the web version was smooth inside chrome for android (this is where the fact I am using a galaxy tab 3 10.1" may play a role, as I heard that cocoonJS had issues with them)

    In the second level, you can be killed by the ennemy near the exit when the level is finished.

    I saw little seams on the ground, and, on the web version this time, It seems I could not shoot anymore after getting the crate with spikes

    Apart from those issues, the game is nice, and the issues are actually pretty basics so you should be able to overcome them.

  • I could be totally wrong, but I think the paster plugin by r0j0hound may be a better solution for that use.

  • THERE'S ALLOT OF TRUTH HERE IN THIS VIDEO ...

    Compared to other game engines that I've used, as a graphic designer, Construct 2 is indeed easy to use ....

    I'm almost finished with my first game and I hope to have it up on STEAM by early next year.

    Now if only someone would make a 3D Engine that was just as "event heavy" as Construct 2 ..... hmmm ....

    Hey Scirra, think you can put together some developers to get cracking on that project? lol?

    As far as I know, 3D is not at all in scirra's plans for now.

  • after performing action on that sprite and another second condition ( pick instanc's unique id UID ) and add the actions , it will only affect the picked instance.

    As far as I know, the load from URL affects every instances regardless of the picking.

  • Reading the manual could give you informations, it won t tell you the practical use of every action and condition, but it will describe most stuffs, then if you have a question, you may have a small clue or memory that may help.

    https://www.scirra.com/manual/126/system-expressions this page for example is useful when you need some maths expressions or system values.

  • [quote:3rresmxk]Keep in mind that node webkit will not only disable webGL on XP and Vista, but hardware acceleration in general.

    Is there any way to get around this? There seems to be so many hoops for end-users to go through to get webgl/hardware-accelerated rendering going on otherwise capable systems. It's worrying.

    I think there are ways to skip to gpu blacklisting (with the ignore gpu blacklist flag, not sure how to enable them, I think a shortcut can do the trick)

  • I did not share my opinion, so I will now:

    Game devellop is a nice idea, but I find it inferior to C2, and here is why:

    The html5 export seems more like an addition than a full export, just having pixelated graphics seems to be an absent option on it.

    The IDE feels kind of disorganised, never found any real logic to it personnaly

    I think they choose to support cocoonjs recently, not so much a bad thing if they can pull it off, but it is not encouraging

    The event system is not as intuitive and readeable as C2's one (however, it is still far superior to clickteam fusion 2.5 from what I saw, but again clickteam fusion 2.5 event system is really outdated)

    Little unease of use thingies adds up, I feel more like struggling against the IDE than using it.

    However, due to its free price, his open source nature (even with a small community), and the fact it still works, and runs on linux, and html5 platforms (there is an html5 version of the IDE), it might still be considered a good choice.

    The community on the other hand seems to not know a lot about html5, and think it is limited a lot (I remember reading that some people did not want an html5 app of game develop because they did not want to upload their assets anywhere, or did not want to be constantly connected to the internet for it to work, hello? We are in 2014, offline webapps that works with on disk ressources exists guys).

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  • I think this may come from the scaling quality setting, does changing it correct this artefact problem? (Also low quality will perform better on larger displays, and for a pixelated game, the changes graphic wise should not be problematic, but I think I have encountered something like this in the past)

  • You could try to use containers to spawn them and destroy them together, and place them at runtime using the on created condition to plqce them, that being combined with a pin.

    Also, try to spawn them on a layer with a parralax of 0,0, so they won t be affected by scrolling.

  • The game is fun, I did not find a way to come back to the menu ingame though, and I think water should send you to your last position instead of the initial one, apart from that, really fun game.

    Except that the water level 14's body misteriously disapeared, I wonder who can hate it so much...

    As for bugs, sometimes you can still shot if the ball is moving to the left, and the usuals cocoonJS beginning and random time slowdowns and blinking logo, but this is not something you can fix or be considered responsible for on your end.

  • It's browser dependant.

    Internet Explorer 10 and earlier does NOT support WebGL.

    But IE 11 and onwards DOES.

    Chrome, Firefox, Safari and Opera (the other major PC browsers) all supports WebGL.

    It's NOT dependant on operating system as winsonzhong indicates, but solely on the browser installed.

    Construct 2 does, however, have Canvas fallback, which is supported from earlier versions of Internet Explorer such as 9 and 10.

    Personally, I'm doing an Internet Explorer version check; if earlier than 11, the visitor will get a "please choose another browser" screen, with links to Chrome, Firefox and Opera.

    As webGL must be part of the browser javascript engine, it's not something you can just install separately.

    Worth noticing; WebGL version 2 is coming soon - and it'll have a lot more features and better performance than the current WebGL version 1.

    Actually chrome (and node webkit) by default disable the hardware acceleration on xp and vista, however, this is not related to webGL only.

    As for your problem, It will depend on the exporter used (if it is html5 then jacobdam did a pretty nice summary), if it is another one, then the usual updating of the graphic card driver should help some, and there are other things too. Keep in mind that node webkit will not only disable webGL on XP and Vista, but hardware acceleration in general.

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Aphrodite

Member since 20 Dec, 2011

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