TheRealDannyyy's Forum Posts

  • Works fine on a 3G connection, although I didn't really test it before so it might also have worked before.

    Sorry to be "that guy" but would it be possible to also use this TURN server inside the multiplayer plugin?

    I'd guess that this would/could solve a lot of multiplayer issues that our mobile dev's have to deal with fairly often.

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  • Sure TheRealDannyyy - I'll take a look at Unity webgl as well. It'll be some time in the next couple of days, though. Work is hectic... I also wondered about why Chrome beat NWjs - I put it down to the NWjs engine dev being in lag behind Chrome.

    I think 30 fps stress testing won't give any good info - most players will have gone home by then, and it might just test aspects of the engines that are irrelevant for normal gaming.

    Yeah the 30fps test would just be for testing purposes in this specific case, obviously nobody wants a game running on lower framerates than 60fps.

    No probs for the delay, take your time and do it whenever you can.

    Thanks for doing all this by the way, it's quite interesting.

  • Colludium could we perhaps change the testing criteria to 30fps?

    (Since there is no way to manually throttle down to 30fps, I would recommend just adding bunnies until 30FPS have been reached.)

    Also just out of curiosity, since Unity also offers WebGL exporting.

    Would you mind providing performance stats for that as well?

    Might be interesting to see how Unity's WebGL export performs, compared to C2's.

  • Could someone explain to me why NW.js performs a bit worse compared to Chrome?

    Aren't both browsers essentially running on the same backend (Chromium)?

  • Problem Description

    It seems like the recent NW.js release leaves ghost processes behind again.

    I could only notice this happening in preview though so I assume that C2 is at fault.

    Attach a Capx

    Download HERE

    Description of Capx

    Random example to make use of NW.js preview.

    Steps to Reproduce Bug

    • Open the example (make sure that NW.js v0.22.0 is installed)
    • Preview in NW.js
    • Notice that it previews just fine
    • Close the preview
    • Start The preview again and notice that it doesn't work
    • You should be able to notice 2 ghost processes

    Observed Result

    NW.js preview seems to have issues when used multiple times.

    It leaves processes behind which seem to hinder all future previewing attempts.

    (Manually closing those processes doesn't fix the issue either, which is very odd.)

    Task manager processes:

    Expected Result

    NW.js previewing should work fine, just like it did in earlier versions of NW.js / C2.

    Affected Browsers

    • NW.js: (YES)
    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Win 7 SP1, everything up to date.

    Construct 2 Version ID

    Release 244 (64bit/Steam)

    1. Nobody here saying "just give your source" seems to understand the legal NDA and copyright issues of doing that. ...

    Yeah but how much can a NDA restrict somebody though?

    People like me just asked OP to provide the sample project that he used, in order to come to those conclusions.

    OP obviously mentioned the NDA but I highly doubt that a NDA can restrict him from doing a separate example project, which comes close to the NDA restricted one.

    There have been countless of posts like these were OP's just continuously complain but never provide something practical. I thought that this is another one of those and therefor tried to find out if it really is or not (maybe not in the most elegant and polite way, I admit that).

    Judging by OP's denial to provide a practical sample (evidence) and further, mostly immature actions, for me the case was/is pretty clear.

    I (and many others) know that NW.js isn't perfect and the fact that developers have to use a 3rd party Steam plugin to ensure stability and future support is just ridiculous IMO.

    I'm not really on par with mobiles but I've seen a couple of people complaining about it.

    I guess the only option for mobiles is to wait for Scirra's own build server, which is currently being tested in the Construct 3 Beta.

    For desktops - I have to check that thing Colludium mentioned - Electron. Nw.js is just too unreliable

    Might want to check out Armaldio's recent work with bringing Electron support into C2: https://c2electron.github.io/guide/

    Don't ask me for specifics though (I tested it when it came out about a year ago), feel free to tag him or ask him questions in our Discord.

    Wrapped JavsScript will always suffer from lower performance -if- the wrapper tries to be a full browser instead of it being a performance optimised game engine. GPU bottleneck might be the cause in some cases, but in my experience a wrapped c2 game will always perform worse than one that was made in another game engine. There are no magic answers - all users of even the top game engines have to consider hardware limitations. It's just that c2 adds a layer of complexity (the browser) that is not optimised for games. Of course, here's the data - try out a simple bunnymark test:

    c2 capx

    godot engine bunnymark

    get godot here

    I tested on a desktop (i5 16Gb HD4000, NWjs for c2 export) and mobile (Nexus 5X, Phonegap for c2 export); when the FPS dropped to below 55 I considered the test complete. Results:

    Godot desktop: 2200 bunnies

    Godot android: 750 bunnies

    c2 desktop: 1450 bunnies

    c2 android: 420 bunnies

    Thanks for providing something useful in here. Did Ashley already take a look at this one Colludium?

    Here are my results:

    Godot desktop: ~2435 bunnies

    Godot android: -

    C2 desktop: ~1500 bunnies

    C2 android: -

    Desktop: AMD FX series 3.6ghz, nvidia GTX 670 (4gb vram), latest NW.js release

    You're a funny fella aren't ya? Telling newt to stop trolling but then doing it yourself by posting "funny" images.

    Anyway I'm not falling for your attempt of starting a "keyboard war" and refrain from doing any personal attacks.

    Dude, this is not court. I don't need evidence. I am coming here with a problem. You want me to prove that ?my problem is not real? Really??? If there wouldn't be a problem - I wouldn't be here. I really have things to do you know. Sitting here and proving something I really don't need to prove is not a hobby of mine.

    If you've read my previous statement, I have even clearly said that quote:

    "I'm not saying that you're wrong but without any evidence to go with your claims, there is no way for Ashley or others to investigate this."

    I'm just trying to figure out if you're actually requesting help or just complain for the sakes of complaining.

    And here you come - not helping. Not even willing. So yes, please - ignore those posts if you have no good will to actually help anybody. Because sorry - I am not sending an NDA material to a stranger on a internet forum just because he wants it. You are just a user. Yet you act like wannabie moderator or admin. Why the heck you even came to this topic? O.o

    Your response surely took your about 5-10 minutes, you could've sent something useful to Ashley (not publicly) during that time, since you're basing your post on some sort of "sample project".

    You know what I expected to see? What I hoped for? Someone saying "Irbis, you are wrong. And here's why:"

    And then providing me with a nice working tutorial for a mobile export that you know is working (you know something that isn't outdated or unavailable right now).

    Or maybe a nice lifehack of how to make Desktop exports work on Linux or/and Mac. I don't know. By maybe some extra .bat file or some other magic I might not be aware of. That'll be help. That would be helpful. But no. You come here to complain about other people complaining (But looking for a fix).

    Why should we do the work for you? You are the one complaining and should come up with valuable information to back up your claims.

    After that information has been provided, I'm surely willing to help you out with this.

    Am I really the only one seeing a problem here? Are you perhaps related to Newt or maybe its an Alt Account of his?

    There is a very nasty group on this forum that always attacks but never really helps. A mini-4chan. Guess I have to report your post too and add another name to the blocklist.

    Creative but I'm someone that can actually understands the reasoning behind, providing evidence to work with.

    By the way, this is a public forum so expect to receive responses that are probably against your narrative or whatever you're trying to accomplish with this.

    EDIT: Just do what Colludium did above and we're all willing to help you out.

    1. Desktops (via Nodekit)

    -Mac port

    Has terrible performance to the point that even the simplest game runs like PowerPoint slideshow/presentation, rendering the game unplayable. So there goes that niche but lucrative Apple audience.

    -Linux port

    Most of the time the game won't even run or run with an error or like Mac port - a slideshow. So there goes the not really lucrative BUT loyal and caring audience.

    -Windows port

    only 32bit (64bit Nodekit is slow as hell and buggy) and doesn't have a native support for the most lucrative storefront on the planet (Steam) because official Steam API plugin is unfinished, buggy and is lacking features. The only way to get it working is via paid plugin from Scirra Store, that is always up2date, has all the features and is bugfree. And its price is like half of the whole Construct 2 price lol.

    ...

    As usual, a complaint without any evidence. Are you guys at this point, seriously asking for help or just complain for the sakes of complaining?

    It's ridiculous that the majority of these kinds of "everything sucks, please fix Ashley" posts, never include any evidence to work with.

    I'm not saying that you're wrong but without any evidence to go with your claims, there is no way for Ashley or others to investigate this.

    If you have evidence but don't like to use cloud services, PM me everything you got and I'm willing to share it for you.

    Unless you provide any further, more practical proof for your claims, I'd like to request for this topic to be closed (like all the others).

    (I frankly won't blame Ashley for ignoring these kinds of posts in the future because they are all essentially just pointless rants IMO.)

    I am so tired of this that unless you produce any evidence to the contrary, I will just ignore any further complaints. I would actually be super interested to see any evidence to the contrary, because I never do. And if you don't provide any, I would kindly ask that you take a less accusatory approach to the issue.

  • I havn't done any significant testing, only some small ones for personal curiosity. But when it comes to rendering I didn't many any issues.

    If you have a simple test scene running at 160 fps in native, but 60fps in WebGL, it doesn't mean native is double performance, as WebGL is capped at 60fps, so you can't really compare.

    Disable V-sync in Chrome or in NW.js using the chromium arg/flag, to go above 60fps. That should really not stop anyone from providing good performance benchmarks.

  • Ashley has a point, investing to a young technology which has potential to improve in time. But currently, within this decade, I'm with digitalsoapbox on this one, HTML5 is too young, javascript so slow... Even making a small Flappy Bird game is far more stable making in Unity for an Android Jellybean phone from 2012 than making on C2. ...

    Could one of your guys please provide something which actually has some sort of valuable information in it?

    I mean I'm always biased towards native but these sorts of claims are what Ashley has been criticizing several times in this forum already.

    ...As far as I remember, my tests back then has a performance of 60fps stable no significant spike for the game made on Unity and 24fps unstable, frequent lag spikes and unplayable for the one made on Construct 2.

    Theoretical FPSs or hypothetical speeds between native and html5 doesn't matter anymore when real life benchmarks are so significantly bad.

    In conclusion: Ashley you're so wrong ...

    This is simply not enough and can in my opinion, also easily be faked.

    I would be nice if either you, or digitalsoapbox could provide the following to prove your claims:

    • Re-created C2 in-house example with export + source files (e.g. in Unity)
    • Description of your benchmark test (details on how you did it and on what kind of machine)
    • Precise performance comparison (FPS, CPU and Memory Use)

    Upload all those files and provide all the necessary information so that everyone is able to reproduce and do performance comparisons by themselves.

    Please keep in mind that this has nothing to do with me, desperately trying to defend web technology or Ashley.

    I just think that every claim needs, clear and reproducible evidence to go with it (just like when reporting a bug).

    Maybe I can use this forum to also say that imho this needs to change.

    At least have an asterix * stating that it's reliant on 3rd party exporters for some of the platforms.

    Yeah I have noticed a similar case with the "make multiplayer games" showcase.

    While these cases don't necessarily fall into the category of "false marketing", they are still quite misleading in my opinion.

    The explanation for why my case could be misleading: Sombrero: Spaghetti Western Mayhem is actually not using the native multiplayer plugin, it's using Photon.

    Photon is a 3rd party (ironically subscription based) service, which offers multiplayer features using a traversal/cloud server.

    A traversal server is generally more stable compared to the traditional "peer to peer" system that the native multiplayer plugin uses.

    Not only that but I guess that Photon probably also offers features which the current native multiplayer plugin doesn't have.

    Important notice: I'm not suggesting that Scirra should remove the promotion!

    I'm just recommending to add a small "hint" (maybe using an * as Havok suggested), which makes it clear that the showcased game is using 3rd party services.

    Wanted to get this off my chest for quite some time now, keep up the great work Scirra and I'm going back into lurk-mode.

  • Works like you intended.

    The mouse pointer is the lighter spot above the text-bubble. I suppose that is like it should?

    Weird, I guess it's an issue on my end. No clue about the cause of this issue though.

    Yeah that's intended behavior by the way. Thanks for testing.

  • No problem here with Firefox 53 (32Bit) and Win7(64Bit). Works how it should.

    Could you do me a quick favor and playtest this game: https://www.scirra.com/arcade/action-ga ... game-16921

    You shouldn't be able to see the mouse cursor at all, however on my end it's there using Firefox.