Ashley's Forum Posts

  • The situation with video is similar to with audio. There isn't one format that works in all browsers. If you're only using node-webkit, then it's based on Chrome, which I don't think can play wmv but should be able to play Theora or WebM.

  • No, we won't support this. It's the wrong solution. Black bars are totally standard in the TV industry for dealing with aspect ratio changes. They *are* a professionally used solution. Stretching like that changes the aspect ratio, and I've never seen any game ever do that, because it distorts the art and makes everything look wrong.

  • If the game runs *below* 10 FPS, it will start slowing down. At or above 10 FPS it should still run every 1 second if the event says every 1 second. If that's not happening for some reason, share an example.

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    Hi all,

    With another stable release out, we're thinking about what to work on next. Please note we are already busy lots of smaller projects, like better documentation around monetisation and improving platform support - this is just to find out what you all think about the next major feature you'd most like to see. We do plan to ultimately implement all of these, so hopefully it's just a matter of which comes first.

    Please also note we won't definitely implement whichever option gets the most votes. This is so you can let us know what you want, which will be an important factor in to our decision about what to develop next, but there is no guarantee we will actually implement things in the order of popularity here. (There's lots of factors to take in to account like the difficulty of implementation, which platfoms support it, commercial value of features, etc.)

    Some notes about the options:

    • a debugger should allow for deep inspection of all aspects of the game at runtime, hopefully with also the ability to step through events and actions one by one whilst watching what happens to variables.
    • real-time multiplayer is marked as "difficult!" since from what we've researched about networking, this will both be complicated to support, and also probably be pretty difficult to use properly even once supported, and possibly not supported on a broad set of platforms at first (may just be Firefox/Chrome browser until support improves). Making multiplayer games is hard, and it probably won't be a simple case of adding a "multiplayer" plugin or behavior - you'll probably need to design your game from the ground up with a fairly specific architecture, and be aware of some important aspects of networking theory. You should only vote for this choice if you're aware of this, and feel like you'd be up for the difficult challenge of designing an efficient multiplayer game.
    • better tilemap support refers to being able to easily edit tilemaps from within the layout view, as well as hopefully importing popular tilemap formats, perhaps with some extra behaviors to help make tile based games easy to design
    • modularity features refers to being able to do something like make custom plugins from events alone, add events to containers, sharing pre-built bundles of useful events, or enhancing function support. We're not sure exactly what this would look like, but it could benefit large projects and allow sharing event-based "modules" in the community.
    • "find references" means a tool which allows you to search a project and list all places an object, file, or some other aspect of the project is used, and possibly automatically list/remove things which are not referenced anywhere. This could be helpful for large projects.
    • "port the editor" means getting the editor to run on more platforms, e.g. Mac/Linux. I'm not really sure how practical it would be for us to take this on right now since we're a very small team (3 of us) with a lot to do already, but I threw it in to see if it gets many votes.
    • we also have over 50 smaller suggestions which we don't count as major features on our todo list. If you'd rather we worked on adding as many of these as possible instead of a major feature, choose "general minor improvements".
    • if you choose "something else", post below! However please note we're thinking about major features here - we already have loads of smaller suggestions and people often suggest things already on the todo list!

    Vote away! :)

  • They are already framerate independent. It doesn't matter how many frames pass in a second, they just run after a certain number of seconds.

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  • Please see how to report bugs. Please don't give us entire projects, they are very difficult to deal with, instead just reproduce the problem in a new empty project.

  • We're updating to node-webkit in the next beta which hopefully will go some way to solving this. Did anyone get a response from node-webkit?

  • arcalaus - that is unrelated to the issue in this thread.

  • Closing, please provide the required .capx with bug reports.

  • I would strongly recommend using the Javascript SDK as a maintainable way to add your own javascript in to projects. The exported c2runtime.js has been deliberately designed to be hard to modify in order to make reverse engineering difficult.

  • Can't reproduce, every project works fine for me. cr_createRuntime is defined in c2runtime.js so no change is necessary. Please read the bug submission guidelines (don't submit .capx files using third party plugins - yours uses Canvas)

  • I can't reproduce this, c2runtime.js has content every time I export, and I assume it does for a lot of other users too since we haven't hears about this issue from anyone else. Were there any error messages on export? Did you upload your game properly?

  • Heh, the browser is so old it can't even run the test... not a good sign! :P

  • Scirra has retired Construct Classic. More details in this thread.

  • Scirra has retired Construct Classic. More details in this thread.