ArcadEd's Forum Posts

  • Ashley,

    I posted my results with Chrome, Node Webkit, Firefox and IE in my reply. FYI

    [quote:1uugf9d8]GPU Enabled.

    Chrome - Super Laggy and Jittery

    Node Webkit - Bad button lag, but seems to run ok.

    Firefox - Really bad at start, if you wait a few seconds it seems to run fine.

    IE11 - Bad button lag but seems to run ok.

    I'll try logging dt like you suggested.

  • I have a huge project I am hoping to get compiled and out this week. Waiting to see what Ashley has to say about this before doing anything though.

  • GPU Enabled.

    Chrome - Super Laggy and Jittery

    Node Webkit - Bad button lag, but seems to run ok.

    Firefox - Really bad at start, if you wait a few seconds it seems to run fine.

    IE11 - Bad button lag but seems to run ok.

  • I recently challenged myself to remake one arcade game a week with Construct 2. They first one is completed and I blogged about it here:

    http://nakedgameplay.com/blogs/one-arca ... ek-berzerk

    I plan on doing a live stream session on each game to answer questions people might have on how I tackled each challenge of that particular game. To keep up to date on that, just follow me on twitter and

  • I've never had a single problem with CJS either. They are still my goto wrapper, and sounds like they are making an effort.

    ludei, the flicker gone on the image would be great. I think in the mean time if you can add some text to the image saying LOADING... or something to effect, it will at least let users know the game is indeed loading.

  • There is a forum when you log into the Nintendo dev site. In that forums, there is a c2 specific sub forum.

  • Ludei just posted this.

    http://blog.ludei.com/cocoonjs-updates- ... evelopers/

    Great news for those of us still wanting to use CJS.

  • I'm not sure you can sell a game for free. Do you mean why do most of us make our games free? For me, my games generate more income being free and having ads.

  • I think I got it, I was forgetting to destroy all the grey blocks if I am connecting as a peer. Now if I sync greyblock with position it works without the need for the variable.

    I went into debug and noticed there was 180 grey blocks on created instead of 90 .

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  • Yeah, that's what I found too. I'll try the other way and report back.

  • DUTOIT If I have 100 blocks, do I need to do a foreach and sync every block? Because it doesn't seem to be working with just the single statement.

    If so, I may try out DFN's suggestion and use send message, once I learn about it .

  • Thanks gang.

    This is only a 2 player game, so I'm not too worried about performance there. I'll look over both suggestions, thanks again for the advice.

  • I have a simple game, 2 player shooter with blocks to destroy.

    Everything is working great in MP with the players and controls, but I'm having a hard time figuring out how to destroy objects.

    Both players shoot the same bullet (whiteBullet), and when it collides with a grey block, it should destroy that block. I have a group that handles the white bullet collisions and I am turning that group off for the peer so the host handles all the collision checks. Problem is the destroying of the block works on the host side, but on the peer side the blocks stay, although their collision is gone as I can then shoot "through" them.

    I've tried syncing grey blocks with the multiplayer object and no luck. So what is the best way to sync when and object has been destroyed on the peer side?

    Hopefully I explained that well, if not I can make up some videos.

    Thanks.

  • Looks good man, I'll give a go when I go home. I don't have my tablet with me.

  • russpuppy

    I just got the same error, this is my first time using XDK so I figured it was my fault .