Aphrodite's Forum Posts

  • [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it is still far superior to clickteam fusion 2.5 from what I saw, but again clickteam fusion 2.5 event system is really outdated)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).

  • 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.

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  • 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.

  • Tested it on chrome on my samsung galaxy tab 3, runs great, however if you just tap the screen, the joystick stays on screen, but I like this kind of controls.

  • You can have only one trigger (green arrow) per event, this is a design thing, triggers are not evaluated like other events, so having two of them true at the same time is unlikely (impossible even?).

    Edit : after reading shinkan's awnser, I understand my mistake.

  • I think you can actually test the collision between a sprite and a tiledbackground (not the other way around). The result will be the same.

  • Afaik, black is not considered transparent in C2 without using blend modes or other things.

    EDIT: I might have misunderstood, if you want to have transparent instead of black, just change the image.

  • However, if you are planning on moving away from windows, gamedevollop might be a choice (I think there is an html5 webapp of gamedevelop too)

    As for mobile, I think it is the same thing as C2, based on html5 wrapped, but I could be wrong.

  • The awnser I could give is: the game is the most important, that implies that you should not have to choose between good gameplay or good graphics, do some part of one to be inspired for the other.Graphics, sound, and gameplay should be blending together to feel right.

  • Aphrodite I know cocoonjs is full of problems, but you seem to have a personal feud with them XD

    I just dislike (like a lot) when bad or unstable solutions are used without thinking about the future, and the fact cocoonJS lacks of communication, organisation and support is a well known fact, it is not done to be C2 compatible, so there is no reason for scirra to show it or even propose it as a potential exporter.

    And in this case, the box2D web physic engine was kind of nerfed in its functionnalities partially because of the physic engine of cocoonJS.

    I will agree that I have a lot of personnal satisfaction with it being deprecated, however if one day it becomes stable, with a clear path, and good communication, then I could go back in my judgement (PS: I know the people behind it are not just wrong people, they have problems and I understand that, but the product just does not cut it for me.)

  • The only subscription licence I know of for C2 is the education license, so I would guess they already though about this and have chosen not to do that with the lambda user, for reasons that concerns them.

  • Tiled backgrounds are more convenient to use in non tiledbased games (repeating textures can still be used in those kind of games).

    Not the same tool, not the same use.

    Also tiledbackground renders faster than tilemap in seamless mode