Gianmichele's Recent Forum Activity

  • Here's a thought that would help people evaluate the product behiond what is possible with the free version.

    I think Scirra should have a presence on the app stores where C2 is able to export, of some iconic games, like the one that are right now on the showcase. I'm suggesting to use those, cause let's face it, people want to see something that inspires them and I'm afraid, small tech demos really are not that appealing.

    Everyone here is loving what Scuba Bear, The next Penelope, Cosmochoria, Coin Op Story and Airscape and all the other so why not ask to use them as a real world showcase? Maybe build mobile demo versions?

    These don't need to be full fledged games anyway, but just simple demos with limited functionality, showing what can really be done with C2, so that people can better evaluate the product.

    What do you think Ashley?

  • My comment wasn't related only to performance, but mainly about the fact that Scirra and the users don't have control over the more low level part of the engine.

    Honestly I'm a really scared that an auto updating webview, more than nodewebkit, could break a perfectly working game without any action from the user (or even knowing it really). Who do you think such a user would contact when the game will crash or will start to jitter? And do you think telling them that the problem has been generated by the os auto update and that the solution and timing is up to them, will be enough or will you lose clients?

  • Ashley: I agree completely about the idea of maintaining several different native engine. It is really a waste of resources.

    That is why I was sugesting haxe, which is a language that compiles down to native. You only write in one language.

    Now on the framework side I also agree there are differences, but that really depends on how well such framework is designed.

    snowkit/luxe engine for example is really well thought and modern in design. Everything I have tried works across all the targets, from mobile to desktop and webgl.

    You can also refer to Kha (https://github.com/KTXSoftware/Kha), still based on Haxe, that has full support even for consoles!

  • I'd love for Scirra to take more controls on the exported game. With all the recent problems on node webkit and the other wrappers, that side of the whole game is too prone to go bad.

    Though the idea of auto updating webviews is nice, the risk that a broken update, without the ability to roll back, is too big. I don't want to have to deal with the mistakes of a third party when my game wasn't in need of an update.

    This could be achieved by bundling (or providing a correct link and information) a well tested and working version of nodewebkit for desktop and update only after extensive testing. For mobile the situation is more troublesome for now.

    As for the future, I think they should start thinking into taking real control of the rendering/input/networking part of the engine.

    Haxe is a real candidate as it provides ways to have different native targets. One of the haxe frameworks, snowkit ( http://snowkit.org/ ) is heavily based on webgl standards and deploys to windows, mac, linux, ios, android in native and to webgl too.

    please have a look as it has 3 layers to it:

    • flow, for building and deploying projects
    • snow, the low level part of the engine providing what scirra looks for in a render browser
    • luxe, the high level framework

    This is the killer combo I think we're all looking for.

    My 2c

    Gian

  • I completely see Ashley point of view of supporting HTML5/WebGl. It is progressing at an insane pace and really starting to deliver even on mobile.

    What I'd love to see from Scirra is taking this exporters into their own hand/control a bit more. Deliver a working version of node webkit (and don't update if it breaks), and also one for Cordova, since it's going to be the standard for mobile export.

    Is it going to be so overkill?

    Now imagine this scenario happening with autoupdating webviews on mobile

  • Ahah would love to see it on mobile, as a test at least.

    Since you answered my tweet about GC already (with PC/Mac being smooth and WiiU a bit...different). Any trick you can share you have used on such big game?

  • Well, considering the game hasn't been built with mobile in mind, I'd say it's impressive. What about shaders? Do they translate well?

  • WOW! Looks great! Is that done all through a shader?

    Out of curiosity. I know it's not built for that, but have you tried The Next Penelope on mobile?

    Thanks,

    Gianmichele

  • I'm wondering if now that webview or how the new thing is called is accelerated and has webgl, if if not more simple to create an xcode project with a webview, a sort of your own wrapper if you want but with a real browser. From what I see it's also easy to hookup this with all the other tech (gamecenter, etc) to javascript....mmmm time to investigate

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  • Also now webview will use the same Nitro javascript engine as the normal browser, which should give another boost:

    9to5mac.com/2014/06/03/ios-8-web ... as-safari/

    Ashley: now we just need a multiplatform editor <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink" />

  • I don't think Ashley will simply drop Ejecta as soon as iOS8 becomes available, but surely it will start phasing it out once everything stabilize. It's a natural and logic process as it will avoid that extra layer from wrappers that usually cause problems.

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Gianmichele

Member since 4 Nov, 2013

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