Jase00's Recent Forum Activity

  • It works on mobile/cocoonjs for me

  • +1 though this sort of differs from what I've agreed/requested in the past. I like the concept of the computers resolution changing, as a game that's 1024x648 at 20fps for example, would be squished into a 640x480 window, which hones a great deal of FPS boost for some users (Goes up to 50/60fps). If a game was 1024x768 20fps and could be upscaled more without fps loss, that's great!, except, no GAIN of FPS for users that have weak computer, it'd still be 20fps (better than how it would work now where it would DROP to like 0fps lol <img src="smileys/smiley16.gif" border="0" align="middle" /> )

    Hope I made sense!

  • I don't experiment too much with Ubuntu (Forgot the version, 11.something), I do have it installed via Wubi, so I booted into it and ran a newly exported project that had WebGL enabled on export. It worked fine! But WebGL effects weren't showing up (iirc WebGL worked in previous tests I done weeks ago, though maybe I tinkered with settings in Ubuntu or something)

  • The only benefit I see (and desire) with true fullscreen, is on older machines, I find there is a performance boost the smaller the window is, meaning the user has to have it windowed and small if they have a bad computer.<img src="smileys/smiley16.gif" border="0" align="middle" />

    Having True fullscreen would, since it changes the monitor resolution, allow the user to easily set the resolution to 640x480 or something, and the game can scale to the resolution, thus giving performance boost. As of now, I have to manually change the resolution to a lower one on an older machine, which sometimes messes up the icons on the users desktop and is just troublesome to do. <img src="smileys/smiley21.gif" border="0" align="middle" />

  • Yeah .SWF is terrible these days lol, only good for animation in my opinion :P

    HTML5, however, DOES utilise the graphics card :). Construct 2 supports "WebGL", which allows you to use all sorts of shaders to give effects to images in your game, like colouring, blurs, distortion. In my experiences, I've literally only had bad performance when I have done bad programming in the events of my game. I've never had bad performance from too many effects or images as of yet :D

    Oh, and, Construct 2 can export to Standalone EXE too, as well as standalone for Linux and MacOS. I find that performance as an EXE is even better than when running in Chrome (Chrome is recommended when it comes to running in browsers btw)

  • Hey there Matt, welcome to the forums!

    What platform do you wish to have your game on? If you want it for HTML5 on computers (NOT mobile), then I personally find that the performance of Construct 2 is VERY good. I have many effects going on in my game to make it look great and feel atmospheric, and the game runs smooth as butter. Old computers that lack decent graphics cards will usually run poorly, but that's to be expected, since they have bad graphics cards :P.

    Check this out, it's a comparison from the original "Construct Classic" and Construct 2 (That used DirectX rather than HTML5, so logically it should have better performance results than Construct 2, but Construct 2 is better in the tests):

    scirra.com/blog/102/html5-games-faster-than-native

    IF you want to aim for mobile, you may have a bit more of a hard time keeping the performance to a brilliant level if you want to have a high amount of detail and effects.

    There's a blog post from Scirra explaining stuff mobile-related here:

    scirra.com/blog/112/remember-not-to-waste-your-memory

    The concept of having tiles, then decorating the tiles with more objects to make everything look unique is common practise, and in the above link to the blog post, it is explained that the game Rayman Origins uses this method, which is interesting to know :P

    For sparks and debris and stuff, there's a built-in Particle object that is very simple to use, or you can happily make your own particle system with events :P

    Hope I helped in some way!

  • Steps to reproduce:

    1. Write a comment in an event sheet that uses TAB spaces

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Comment1.png" border="0" />

    2. Upon clicking off, the comment doesn't display the tabbed space (though it is still there if you click back onto the comment)

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Comment2.png" border="0" />

    Maybe I'm being nitpicky, but a bug's a bug. I did manage to confuse myself with some notes in a comment I had, I used tabbed space and ignored the fact it didn't actually display, but today got really confused at my notes til I clicked onto it.

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  • newt <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Whilst I can't shed any light on helping you out, I do wanna say, that's an awesome lighting system!

  • I'd use many of the features personally. +1 !

  • C-7

    Interesting that you get a readable error! This crash still happens to me and it's good to see the bug almost becoming isolated!

    Looking into it, (I'm no expert but), this partiuclar line:

    Function: struct HICON__ *__cdecl ResizeBitmapToIcon(const class cr::vector2_base<int> &,class Gdiplus::Bitmap *,int)

    Gives me idea that there's some sort of problem with the way C2 generates icons? I guess Ashley needs to look at this rather than me taking guesses lol.

    EDIT: Didn't realise there was a new update, that changes some stuff to do with Icons!

  • I remember trying to "Preload" some sounds on my "Menu" Layout (Which has no music), then clicking a button on the Menu ingame to go to the layout WITH music, and it didn't play the sounds I preloaded. :(

Jase00's avatar

Jase00

Member since 5 Jan, 2012

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