Colludium's Forum Posts

  • This Tutorial might help.

  • Ashley - no probs - I had to ask. I'm 5 pages into a 'learn javascript' book so I think I'll have to defer to an expert...

  • Great suggestion - this would be most useful for C2!! Ashley - would it be possible for an official plugin to support this please?

    Edit, just saw the blog entry about the NG jam - this would be really really useful.

  • TheDom - good call.

  • TheDom, thanks - although I can only find a disable guest log in option. If there is such an option for the primary log in on the clay website then I'm not sure it's what I need - I would like clay.io users to be able to carry on logging in to their games whilst gamejolt users don't see the clay popup.

  • Same - I was very impressed by some of the work here... and I've learned a lot as an added bonus!

  • Link doesn't work. It sounds like a serious memory leak! Have a look for spawning an infinite number of sprites, one per tick will do it when you meant to spawn only one total... Also look for a large for-loop running every tick or even an erroneous while-loop.

  • Awesome work guys. I'm not quite in a place to be able to take advantage of this now but I would like to say thanks to you all for getting this sorted out. Much respect from a non-coder!

  • Edit - I contacted Austin at Clay.io and he said that the way I'm managing it already is the only practical way of doing so.

    Dear everyone, presently I have the same game on Caly.io and GameJolt and I'm using each site's plugin to enable leaderboard score posting. Is there a simple way of disabling the clay plugin for when my game is running on GameJolt? i'm not sure, but I imagine that GameJolt users would not be particularly impressed with a game if it first asks them to log in to their clay account (which I imagine many won't want to have).

    What I have resorted to doing is just before exporting the game for GameJolt I delete the Clay.io plugin - the event sheet is set up so this won't break the game. After export I undo last action and the game is restored ready for further tweaking. Is this the only way or is there something more elegant I could be doing here?

    Thanks.

  • 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.

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  • 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