Ashley's Forum Posts

  • The Space Blaster demo plays audio in iOS.

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  • Are your graphics card drivers up to date?

  • coatesjetset - it writes to appdata if it doesn't have permission to write to Program Files. The addon should still install fine.

  • TCP is the problem. By hanging I mean all transmission was held up, so remote players stopped moving. It's the OS waiting for a dropped packet to be retransmitted.

    WebRTC supports DataChannels, allowing arbitrary data (not just media) to be transmitted, and can use a UDP-based transport as well.

  • Can you reproduce in r143?

  • I've never heard of it, so I'd guess it's not to do with C2. It's strange there's nothing on the web about it. Perhaps it's some kind of system add-on that you've got that hooks in to various programs.

  • 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.

  • 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?