Colludium's Recent Forum Activity

  • Excal - very polished. But you didn't make it using C2.. I am ... so ... hurt ... and .... so ... lost for words!! Only joking! - really, I thought that was very well done .

  • megatronx - that sounds like a simple and elegant solution to the problem. I'm afraid that I'm still a noob when it comes to scripting (noob actually implies that I have some ability and I'm just starting - that might be a bit of an exaggeration)... One day I'll be better...

  • Ashley - super quick response - thanks! I can confirm that the only measurable slowdown is when I use IE11. It could be that my 5 year old laptop, which was once state-of-the-art, is now a bit too legacy to run webgl well (the driver is < 1 year old, but it only has 512 Mb of vram...).

    I was wandering if there was a way to mitigate for other users who might have old hardware / be using IE11 - but I guess not.

    Thanks.

  • ...And to add to ashar's post, here are the javascript errors that his app creates. All are attached - austin - please help?!?

    ashar - could you just please confirm that the leaderboard id and game API are correct on these - if they are not then I will delete this post as an error there could be the problem.

  • Is the clay.io plugin becoming a little bit broken? I just saw the earlier post and I also get a javascript error. This one happens only when starting the game in IE11 - Chrome and Firefox logins are ok.

  • Dear community,

    I was having a thought about WebGL (as you do) and wandered what the expert opinion is on this matter. I did a forum search and couldn't find anything about this, so please accept my apologies if this is duplication of a previous thread.

    I would like to be able to ensure that players of my games don't suffer from game slowdowns / jerky rendering. I find that my games typically run more smoothly when WebGL is turned off, contrary to the popular advice to leave it turned on. Chrome runs my games very well but I don't think that all game players can or want to use chrome. The slow rendering is so bad that my LD29 entry runs appallingly badly in IE 11 with WebGL enabled (at 5 to 6 fps!!) whereas when WebGL is turned off it runs smoothly at 60 fps. My game has no WebGL shading effects anywhere....

    As WebGL rendering is the preferred option, would it be possible to add a feature to enable us to turn WebGL rendering off during runtime? Then I could add a check for low fps to then disable WebGL in the hope that that might improve things. With good design a game should run well on most browsers but it seems that there is no way to realistically support IE on low-end machines without this option. Of course, I would have to detect a low framerate for a period of time for this check to be valid - it would serve no purpose if the slowdown was just for one frame! Is this do-able or am I just demonstrating my lack of understanding how javascript works?

    Thanks,

    Ed

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  • Gah! Ninja'd by your second post!

  • OK, there are a few things going on here, none of which I can explain...!

    I get a javascript error when the game loads in Chrome; closing the dialog allows me to continue but I'm not sure that the plugin is working correctly (the plugin works fine on my games but something in your game is causing an exception - and I don't know why). Are your game API key and leaderboard id correct? They are the only things I can think of that might cause errors like these...

    Then, when my bird crashes I get this error:

    Also, lines 8 to 11 in "Game events" post to the leaderboard without you first checking to see if the plugin has connected; there are a couple of facebook commands in the start event sheet that could also cause a problem. It could fail there if there is no connection to the clay server when you make these calls.

  • ashar - that's a pity. I haven't tried it in a game myself so it could be the plugin is at fault. Just to be sure, could you share screen shots of the dialog boxes / capx to see if it's a code error?

  • OK, first of all there are a couple of excellent tutorials that you should read before trying this (if you haven't done so already):

    integrating leaderboards... by austin

    how to make custom leaderboard by CanGame

    It is also worth bookmarking the clay.io manual page for construct 2 here. Austin has done an outstanding job at not only creating the plugin but also documenting how to use it.

    Now for the direct answer that you are after:

    After posting the high score to clay.io, create an event to retrieve the leaderboard object, which will then be remembered by the plugin. You could easily show the top 10 scores this way as shown in the custom leaderboard tutorial above. The top score is contained at index 0 of the leaderboard - your event should look like this:

    You also have the option to specify downloading the Personal leaderboard for the player, so you could choose to give them some banter as to why they haven't beaten their previous high score...

  • ashar, it's quite easy to do once you know how. I'll have a look on my PC later and let you know if no one else chimes in first. Have a look at the load leaderboard function in the plugin and the documentation on the clay website - I don't recall of it was explicitly described there but you might be able to figure it out before I get access to my last game that used it. LD29 has taken over my life hence the slow reply...

  • No probs at all - I can guarantee that your english is better then my version of your native language! I've been doing this for over a year now and it's till confusing LOL!!

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Colludium

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