Arima's Forum Posts

  • Try r127 - it includes an updated version of node webkit.

  • They are compiling to native code, that's why it's so much faster. As mentioned though, scirra and cocoonjs are working on acceleration of physics, and a demo of cocoonjs' implementation comes with the free cocoonjs launcher app that gets 300 objects at 50-60 fps on my ipad 3.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yeah. Some technical info:

    Node webkit uses chromium (basically chrome). When chrome detects that OpenGL isn't installed, it falls back to something called ANGLE which translates OpenGL calls to directx ones, which causes a bit of a performance hit.

    It also has a graphics card blacklist, which if the computer has one of the blacklisted cards, it uses software rendering via swiftshader instead. There's a good chance that's what it's doing on that computer.

  • It really depends. If the graphics are a painterly quality, it'll probably be fine. Sharp graphics look worse.

    Something of concern though is apple might look at the app and determine that what you're doing is not really 'retina support' if the graphics are still blurry (I don't know if that's the case, just theorizing).

    If you want to know how it looks, I recommend uploading your game to a website, then stopping in an apple store/best buy or some such to check how it looks if you have a store near you.

  • You can compare using the expressions windowwidth and windowheight.

    Keep in mind on an ipad 3 and 4 the resolution maxes out at 2048 wide or tall, as a performance problem fix was needed that results in the canvas only rendering at 2046 wide or tall (I confirmed my ipad 3 returns 2046 for the windowwidth in landscape mode).

  • If you want to help, no need to make excuses.

    Make a .capx, i've tried it before and i found no solution. You probably won't make a .capx because you wouldn't waste your time to get rid of black bars in fullscreen.

    The attitude you're fronting is completely unnecessary and is making me want to help you less and less. Also, as I've already mentioned, I already have this working in my games. If you want me to keep helping you, stop telling me what I'll do, what I would do, or why I do things. Seriously. It's rude and doesn't help anyone - especially yourself because you're making me not want to help you anymore because of it. A kind request for help is all that's necessary.

    I understand you, I do not want to debate here.

    GenkiGenga Well, when i read his opinion it made me upset, if you think i insulted his intelligence, i should apologize him via PM when i get chance, however you're right he didn't attack me, he's cool to me.

    You did insult me, and I would like an apology. Preferably publicly instead of via PM, since you insulted me publicly. It doesn't take long to write.

    I'm sorry my opinion upset you - and I'm not sure what part of it did or why, to be clear - that wasn't my intention. I am, in fact, simply trying to help you.

    However, you should know that I talked to a friend of mine in the game industry with 13 years experience on 12 shipped titles, and he agrees that stretching the image is an unacceptable method of fullscreen.

    I realize you're resistant to the method we're trying to show you, but I think that's mainly because you haven't got it working yet. I explain later in the post why your attempt didn't work.

    There are retro games using emulators like mame32, nes, snes, n64, etc- they have options like fullscreen, there something can stretch the game window to fit the screen.

    Most games with 4:3 aspect ratio are stretched in full screen like starcraft, Age of Empires II, Vampire The Masquerade: Redemption, Panzer General II , Fallout 1 & 2, etc.

    As Mimiste said, all of these games were made before widescreens were available to make games for. Selecting the wrong aspect ratio doesn't really count as supporting stretching the screen, as the option to select the aspect ratio uses the method we're describing. Even some games that have no support for widescreen sometimes get people modding/hacking them to do exactly what we're telling you to do.

    What if they use it for any screen resolutions than widescreen resolutions? Obviously the screen would look incorrect.

    Are you using 960 x 640 resolution? I know you have iPhone 4S, but what if other mobiles devices are using different resolutions?

    As mentioned:

    The method I described works on everything, phones included.

    I'm sorry, "the sprites must be shown outside the exact layout of window design." It seems wrong typed, i mean the sprites SHOULDN'T be shown in outside of window while is on fullscreen. It looks so uncomfortable.

    I'm afraid I still don't understand what that means - objects are never rendered outside the window. In fullscreen, that would involve drawing off the side of the monitor.

    why should we bother to change assets from 640 x 480 to 2048 x 1536?

    So they don't look blurry on an ipad screen.

    I tested with your solution, it looks like:

    http://i.imgur.com/7pudakv.jpg

    Ew... come on.

    From the picture, it looks like you almost had it right, minus one part - the ghost shooter tutorial doesn't have content in it made for 2048x1536. The ground texture is only covering 1280x1024. As such, there's a lot of uncovered play area. The method I described isn't going to work if it doesn't have enough content to cover the screen! It's like looking at an NES screenshot with no zooming - it will only take up a small fraction of a 1920x1080 monitor.

    If you want to be sure to cover every screen aspect ratio, follow these steps:

    Open C2. New - demo game ghost shooter (tutorial version)

    Set fullscreen mode to scale

    Set window size to something 5:4 like 1280x1024 or 17:9 like 2048x1080

    Set tiled background size to 100000x100000

    Set tiled background position to -50000, -50000

    Set layout to unbounded scrolling

    Run it. If it looks too small (that's how small things would look on a high resolution device like an ipad), either make content with larger textures or at the start of layout set the layout scale to 2 (you'll need to adjust the position of the text objects if you do this).

    Congrats, the game will now support fullscreen with no black bars or stretched images on all displays. http://en.wikipedia.org/wiki/Display_resolution The image on the right of the resolutions chart on that page doesn't include some of the newest device resolutions like 4k, but I think the aspect ratio of 4k is also 16:9 so it should work on them.

    If you set the window size to 5:4, make all content at 17:9 and able to have the sides cut off on a 5:4 monitor. If you made it 17:9, make all content at 5:4 and able to have the top and bottom cut off on a 17:9 monitor. Depending on the situation, unbounded scrolling can also be turned off.

    It should look like the jetpack joyride example above, showing more graphics instead of black bars.

  • Arima Look, I was experiencing this for 2 months, so you have to trust me with sincerity. I'm going to respond, so do not take it as offense.

    We know that everything you say is an excuse to not have interest about it because you do not know how to solve the problem of others,

    What the...

    I have no idea where this is coming from, as it is completely false, and actually I do take offense to it, especially after all the effort I've put into the community. I DON'T say things as an excuse to not have interest in things because I don't know how to solve them. That's ridiculous, and frankly insulting for you to not only tell me a complete lie about my motivations as if you know what's going on in my head better than I do, but also for you to put words in other people's mouths because you've decided that since you think something everyone else thinks it too. Maybe that reveals something about how much you think others want the feature you're asking for, when ignoring the evidence that pretty much the entire game industry goes to great lengths to avoid having to use it.

    Perhaps you could consider your misinterpretation of my intent due to communication difficulties of the language barrier? I often have difficulty understanding what you meant from what you wrote. Tone and intent is often hard to discern over the internet, and as such you should generally give people the benefit of the doubt.

    Regardless, I'm sorry to hear some of my posts have come off that way to you, and assure you that was not my intent. If I'm arguing against a point, it it is because I disagree, not because I don't want to admit I don't know the solution. I even mention in the post on this very page another method which I and others agree is better.

    I responded to this thread because you seemed to be under some impressions which are incorrect, like console game developers only rendering at one resolution and stretching fit for all screens, which simply isn't true. Maybe it has been done before, but I have seen a LOT of games and can't recall even single time a 'pro' game used it aside from pc games allowing the user to select a resolution with an incorrect aspect ratio from a list and games made before the widescreen era, when there were no widescreens to program for.

    this is your personal opinion against the client's needs, we do what they want and expect to see the results as things go, if you say, is very unprofessional for this style I'm afraid you are wrong.

    I say you're wrong, you say I'm wrong - obviously it is a matter of opinion rather than a fact, but I have heard people complain about the look many times before in other places when they had their monitor resolutions set wrong and can't recall any games intentionally using the technique, which leads me to believe it's the popular opinion in both the dev comunity and user base that most people don't like it. I respect your having a different opinion, but I disagree with it. I'm not the only one who does, and I was trying to bring that to your attention as you don't seem to be aware of it. Maybe I've seen a skewed sample of opinions, but I really don't think so.

    This is game design and sometimes we just limited.

    I didn't think you were as limited in this situation as you thought you were, which is why I brought up common methods other developers use that you might not have been aware of, and asked why you didn't want to use them.

    You didn't mentioned on resolutions for phones.

    The method I described works on everything, phones included.

    No need to be presumptuous to say so even if you published a game with multi-resolutions, I see you have no experience in that.

    No need for you to be presumptuous assuming I have no experience working with multiple resolutions/aspect ratios on mobile because I haven't released anything publically. I've gotten multi-resolution and aspect ratio support working fine in two games, even though you haven't seen either of them.

    What you say about can not render a resolution for TV is true, but is different because HTML5 would not need to manipulate to change video resolutions from operating system you are using current resolution, it should work at any resolution.

    It's exactly the same problem for computers, except worse, as there are far more different resolutions and aspect ratios of monitors and mobile devices than TVs. System resolution vs actual device resolution is mostly irrelevant - you still have a variety of aspect ratios in both situations.

    There is a demo Fullscreen example does not show the true fullscreen it still has black spaces, is a hindrance to the experience. Not a movie work, is a work of video game. Because videos can not be drawn via programming. Someone teach me to full screen without black spaces and the sprites must be shown outside the exact layout of window design.

    Next time you want to get someone to explain something they're describing in more detail, here's a tip: ask them to do so instead of assuming the reason they didn't explain it step by step is because they don't know how.

    I don't understand what you meant by "the sprites must be shown outside the exact layout of window design." Regardless, here's the method I use. Either:

    Full screen in browser set to scale.

    Window size set to 2048x1536. This covers up to ipad size 'natively.'

    Layout size set to at least 2048x1536, unbounded scrolling set to on.

    Black rectangles covering any area outside the aspect ratio that I want them to see for those who try extreme aspect ratios by resizing the window.

    Content designed for 16:9, expecting the sides of which to get cropped off at 4:3.

    Or

    Alternately, you could instead do the opposite and use a 16:9 ratio for the window size which would result in more area being shown on 4:3 monitors at the top and bottom of the screen (the area which would otherwise be black in letterbox mode), therefore making all content at 4:3 expecting those top and bottom areas to be cut off on 16:9 monitors.

    Let me show you an example you said stretching is not very professional, they look at that and judge for you.

    There are some images that can be stretched that don't look bad afterwards, but in most cases I still dislike the look.

    From a high-level perspective, depending on which is more important, maintaining a consistent aspect ratio, or ensuring that no one to see more than someone else just because doing lot wider screen or workshop.

    This is another problem that pro developers have to deal with. In Starcraft 2, one of the designers talked about how they had to make it so that those with widescreen monitors would simply be able to see more of the battlefield, and therefore have a bit of a competitive edge over people with 4:3 monitors. That's high level pro gaming we're talking about them building here, with competitions for heaps of cash involved, and they still wouldn't stretch the screen.

    With html5 though, in a resizeable window the user can use extreme aspect ratios and see way off the side of the screen as a result. You can stop people from seeing further by my suggestion above of putting black rectangles over anything past the area you want them to see if someone tries to do so.

    Creating Project with each different to specificed platforms would be big waste of time,

    I'm not implying you should make different projects for different resolutions - you can make 1 project adjust itself automatically to any current resolution at runtime.

    I'm going to ask you to support the idea to solve the problem of others and demonstrates C2 is useful after all, on the contrary would be useless and despised!

    If you still really want to do it that way even after everything I and others have said to you, fine. I understand how people can want things I don't, but I'm not going to argue for in favor for this just because you want it, as I think having it there would encourage others to use it, when it's an approach that I don't think should be used because there is, in my opinion, a better method. That was the whole purpose of my post - to tell you the feature you're asking for is unnessecary because a better method exists. If you disagree, fine. That's what a forum is for, discussion.

    Don't forget about low resolution may take advantages all of them render the game and let the GPU doing the process. It helps boosting the FPS and save memory in most cases.

    I like the idea of being able to lower the resolution to improve the fps, I've even argued for it before. However, I still maintain that it looks far better if done proportionally, and there are ways to deal with the difficulties that result from doing so that are better than stretching the image.

  • I'm afraid I also don't understand why you want to display your game this way. If you set up your game right, it will show everything at a 16:9 ratio and crop off the sides at 4:3. It looks far, far better this way than stretching the canvas out of proportion and it works on all aspect ratios, even if it takes some extra work to set it up. Why don't you want you use this method?

    Also, console game makers have to deal with different aspect ratios too. They don't just render at one resolution for all TVs. In fact, I'm pretty sure console manufacturers wouldn't even allow it if someone tried. The ps3 for example has a setting in the video options to select 4:3 or 16:9, and devs have to make the game's HUD and such work with both, as it's very unprofessional looking to stretch the image like that, which is why they don't do it and render at a different resolution instead (also, the resolutions console games render for widescreen content at is actually generally something more like 1024x720/1152x720 from what I've read. Regardless of what they use, they still keep the image proportional).

    If you really don't want to deal with it at all, you can do what final fantasy dimensions and such do, having it in full screen letterbox mode and having black or colored bars at the top and bottom of the screen, since people are often used to that from movies (even 16:9 screens have black bars often because movie content often uses a wider aspect ratio than 16:9).

  • It's not the same as running it natively, but I use splashtop 2 remote desktop and using C2 through it works pretty well.

  • I have to admit it always find it weird having to add the "2" when talking about Construct to someone

    If CC is here to stay around, C2 could be something like Construct Live or Construct Universal

    It's probably hard to change the name now tho :p

    As I just said on the previous page, they already did that, that's why it's called construct classic and not just construct.

  • The ship is drawn every frame either way though? Even if it just sits still, it's still redrawn.

    What Ashley is saying, is that when no objects are moving/changing in any way, even though the image remains on the screen, the game/GPU isn't actually drawing anything, it's just letting the previously drawn image linger, which means less work and often higher fps. It's possible touching the screen could be causing it to redraw the screen.

    Try adding a sprite that does nothing but rotate every tick, then try the test again. What happens?

  • With such fundamental differences in underlying code, functionality and output it may be worth considering a greater separation of the two versions by having different names.

    Actually, they already did that, construct was renamed to construct classic for that exact reason.

  • You do not have permission to view this post

  • C2 can make almost any 2d game you've ever seen, including the ones with gorgeous graphics you saw made in CC, as long as it was all 2d (short of ones that use sprite distortion, but based on what Ashley has said that feature is likely going to be implemented in C2 later). C2 actually renders faster than CC does!

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

  • Ok, so if I said "the colors are not pleasing to the eye", would that be more constructive? I think not. It is the same information said differently.

    If you said that it would be more polite. Constructive criticism is about making someone aware of ways they could improve their work in a positive manner, rather than tearing them down, like as I mentioned in my example of recommending googling color theory. Telling someone flat out that their work looks like vomit is an unnessecary insult which there is nothing to be gained from, and doesn't encourage or help the person to improve.