Halfgeek's Recent Forum Activity

  • I'm glad I decided to create my own save/load in my current project by writing/reading file instead of relying on the built-in method.

    Test it for 0.13 alpha 5, see if it works.

    The only difference between using the default save/load to the custom file write/read is that you have better control of what data is saved, but the file still needs to be stored somewhere.

    This is where the bugs are crippling. The new NW.Js ignores your set data path, it sets its own temporary folder so your file isn't there to be retrieved in the next play session.

    I had a Nexus 5 mobile from Google. An Android update broke my mic/earpiece function, the phone would only work to make calls with headphones. This was an official Google product which they charged a lot of $ for and they screwed it up badly. I have NO faith that Google knows what they are doing.

    This is why reliance on them to get Chromium right, for C2 and later C3 to function well, is a mistake.

    Edit: Can't seem to test with the C2 NWjs object (for file control) for the new 0.13.alpha5, project exported with that object fail to start and just hangs, but without the object its fine.

  • > As for the Intel HD graphics situation, in my game test cases, it's not specifically a fill-rate or hardware performance issue. It's a WebGL issue, or rather, Intel's poor performance with many of the shader effects within C2. Removing those effects, game performance is FINE. Same game, with and without a few shader effects, goes from stutter mess to smooth performance on a HD4000.

    >

    That's not WebGL's fault, it's exactly what I was talking about, just weak hardware. You'd see exactly the same performance characteristics with those effects in a native app. You can assume WebGL performance is identical to a native app using OpenGL.

    I'm not saying that it's WebGL's fault.

    I'm saying it's Intel's fault, either hardware or drivers, but its very slow at processing shaders that are based on OpenGL.

    It's nothing to do with fill-rate, it's specifically WebGL shader limited and if people who use C2 knows this, then they should design their game to not use effects or do not target Intel HD graphics at all. It's a limitation regardless of who's at fault.

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  • Ashley

    I do agree with your points, most of them.

    However, any focus on a functional export option for the market market of games? ie. Consoles like Xbone/PS4.

    As for the Intel HD graphics situation, in my game test cases, it's not specifically a fill-rate or hardware performance issue. It's a WebGL issue, or rather, Intel's poor performance with many of the shader effects within C2. Removing those effects, game performance is FINE. Same game, with and without a few shader effects, goes from stutter mess to smooth performance on a HD4000.

  • If you set XDK to Android version 5+ it will not include the Crosswalk Runtime ~17MB saved, since it will use the Android's Chromium in 5+.

    Also these things you need to understand BEFORE you embark on a new project, you have to find the limitations of your target platform first and design for that.

    It used to be 50MB not long ago.

  • - ha - you're right, but only if you use Scirra's nw.js v13 installation. The one from github works just fine for me...

    Edit - "just fine" does not include full screen or kiosk mode. All looks like a rather rushed introduction of an alpha nw.js to the c2 output schedule IMO.

    The one from github 0.13.0 alpha 5 doesn't work for me at all. Only Scirra's version does.

    It's a good sign there though, performance up, no memory leak.. just a few bugs to sort out.

  • Have you made a thread about it in their forum?

    Perhaps like last time, link it so we can upvote it to impress on them the urgency of the problem.

    Waiting to see what Scirra thinks of this whole episode, since only they would know for sure what's going on with the C2 engine <----> NW.Js interaction.

  • , have you considered creating a ssytem to use nw.js file storage to store your game state inside the user's folder? After described this to me a couple of days ago I haven't looked back. I presume that it could suffer the same asynchronous challenges that local storage provides, but this works on v13 AFAIK (although I'm using v12 still).

    Well considering the NW.Js object is causing NW 0.13 to crash, we don't know if it works or not. :p

    Nice if it does, it means I can redesign my save game using Dictionary & JSON rather than the default Save/Load. That's fine too, more direct control in the file read/write is good.

    Also, the file write to a set folder with Data Path which is ignored in the 0.13.a5 NW, it reads from a temporary cache folder that's session specific. So it wouldn't work.

  • In terms of save game state, are we totally screwed, or is there a *potential* workaround sometime in the future?

    Looks like a bug, all they would need to do is stop making a new temporary session folder for saved data at each startup. Chromium used to have 2 data paths, UserData and Data. It looks like it's defaulting to using UserData which may be causing this issue. It's also ignoring the args --data-path='./save/' which suggest it is indeed defaulting to UserData.

    Seems easy to fix.

    I just hope they fix it soon.

  • Thanks for the kind words

    Yeah, not really too sure about how to go about that

    Essentially you download card templates (photoshop) and add some pictures to it. Set it up in the app steamworks. Then post on the steam dev forum asking for activation and they will. That's it.

  • >

    > Hopefully by the time C3 is out, HTML5 is supported on Xbone/PS4 too and at the least, Chromium isn't a buggy mess. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    >

    Well how about this?

    http://blogs.msdn.com/b/davrous/archive ... on-js.aspx

    The small framerate drop is probably due to the streaming process, but at this time it's only just the browser. I would love to see the ability to wrap a webgl app and have access to leaderboards, and all the other cool things on the Xbox One

    That's another step towards the right direction for HTML5 and C2/C3's market.

    What we'll need is a C2 wrapper to make stand-alone apps to sell on the Xbone App Store. Opening up a major console market is a great thing!

  • Just tried the demo, really nicely done. Great sleek presentation.

    Very good game mechanics!

    Good luck with the launch!

    ps. You should look into adding Steam Trading Cards, it will help attract collector types.

  • tgeorgemihai

    ErekT

    Sadly that issue is due to Intel's drivers/hardware not liking OpenGL and WebGL is based on that. It's funny but games run better with WebGL disabled on Intel's iGPU, going with pure software renderer aka canvas2d, but it's fine since Intel's CPU is so powerful it can grunt through it.

    And yes, I understand its a major problem because gamers see a "simple 2D" game and they expect it to run blazing fast even on crap integrated graphics. Which for DX9-11 stuff, it will run very fast.

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Halfgeek

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