Ashley's Forum Posts

  • When CocoonJS supports the Ouya, which we believe they are working on, then Construct 2 games should also be publishable to the Ouya.

    We've already got Ouya controller input working via the Gamepad object.

  • Works fine on an iPad 3 running iOS 6 here.

  • Please email us at supportyso@scirra.com and we'll help sort you out.

  • We have done real world experiments and seen that TCP becomes totally unusable for real-time games over a poor quality link. If you weren't aware, the internet is full of poor quality links. TCP can be made to work for games that have no "twitch" reaction requirement, and have high-quality regionally based servers, such as Bombermine. However if you have a twitch reaction game with a single server, it will be totally useless for entire continents of players.

    The problem with TCP is it offers guaranteed and ordered transmission. If a single packet gets lost, no future packets will be received by the client application until that packet is retransmitted. In the mean time, the OS holds up all incoming packets and doesn't let the application see them. Even if new data is coming down the network cable, the OS queues it all up and doesn't let the application see it yet, so that the application only ever sees the correctly ordered sequence of packets. That's what TCP is designed to do.

    Over a poor quality link TCP packets go missing every couple of seconds, and can take a second or so to retransmit. The game hangs every time this happens. The result is unplayable. Using UDP it would be possible to still get a decent experience, because missing packets are simply discarded and the next one that happens to arrive usually arrives quickly enough to interpolate over the gap.

    So technically TCP does not add much extra over-the-wire latency or overhead, but the retransmission and ordering guarantee at the OS level make it perform substantially worse than UDP for gaming. On that basis, I think that StackOverflow question you linked to is complete nonsense! WebRTC is the only reasonable technology to use for real-time gaming.

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  • BrashMonkey are working on a JSON format for Spriter to get it working in CocoonJS, AFAIK.

  • The engine internally uses everything in radians, and there is a small error introduced by the conversion to radians then back to degrees for the debugger. It's normal and you'll see it in any engine or framework you use that supports floating point numbers. It can happen with ordinary numbers as well, e.g. some calculations like 0.1 * 7 can result in something like 0.69999999998 (this happens at the CPU level - so again will happen with any engine/framework). The usual thing to do is check float values are within a small range like blackhornet suggested.

  • It would be best to contact Ludei about it - we're waiting for them to add the last missing features from accelerated physics.

  • It'd be far easier if I could just click on one object and all other grouped objects are automatically selected.

    Have you tried selecting one and pressing W?

  • The implication is UDP is necessary for real-time multiplayer games. WebSockets only support TCP.

  • Why are you still on r134? Generally we only accept bug reports using the latest version of Construct 2. Can you reproduce in r143?

  • Closing, please report CocoonJS bugs to Ludei.

  • Are you using the latest version of Construct 2?

  • IIRC "Is in preview" is still exported, but most events are really a tiny amount of data, there's virtually no performance or file size overhead. We could probably add an optimisation to remove it on export anyway.

  • Are you talking about the "Window size" project properties? If so that's nothing to do with the GPU or screen resolution supported by the system. It simply sets the width of the game viewport in layout co-ordinates. I admit it's a slightly confusingly named property - it doesn't necessarily control the window size, after all, at least in a browser...

  • If you haven't already, please post a bug report in the Bugs forum following all the guidelines, and we'll investigate. Without that we probably won't be able to do anything about this.