Ashley's Forum Posts

  • I have a 120hz monitor.

    There you go, that's why. C2 doesn't cap the framerate at all, it's just most browsers render at V-sync rate. While that's very commonly 60 FPS, it's not guaranteed to be 60. This is why it's mandatory to make a framerate independent game (and also so if it slows to 30 FPS it doesn't go in slo-mo).

  • You can't use asynchronous functions like this in conditions, because they have to return the correct answer immediately.

    The solution is to move the asynchronous-ness to event triggers, like the AJAX object does. So instead of making a "Is thing true" condition, you'd make a "Check thing" action which then triggers "On thing result", where you can then use a "Is thing" condition (that just returns a variable returned from the result of "Check thing").

  • We definitely want to fix this if there's a crash or javascript error, can you report it to the Bugs forum? See how to report bugs

  • Runs at 60 FPS in Chrome here. Are you sure you didn't change any of the flags in chrome://flags such as disabling v-sync?

    It still shouldn't matter if it runs at 120 FPS - as the framerate independence article says, if your game properly uses dt it should be totally independent of the framerate.

  • rogerwang - thanks for stopping by! Great job with node-webkit, seems to be working nicely in testing. However I think Miu3 was referring to an issue with Awesomium which is a different Chromium based wrapper that we'd previously been using but had some trouble with.

  • JohnnySheffield should be one click export with an automatically wrapped EXE and Mac OS X .app!

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  • I think once Firefox gets the Web Audio API we'll look in to this more. Should be a couple of months.

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  • If you need pixel perfect display, set Pixel Rounding to 'On' in project properties, Sampling to 'Point', and set fullscreen-in-browser to either 'Off' or 'Letterbox integer scale'. Looks fine with those settings here. Note if you use the retro style template when creating a new project those settings are already chosen for you.

  • We're already replacing Awesomium with node-webkit for the next beta, and preliminarily it's looking very nice. So I think we'll still stick to it - Awesomium has been moving glacially slowly lately.

  • This has been on our todo list a while but is pretty tricky. Currently the editor is designed to only load plugins on startup and never change them, so some rearchitecting would be necessary. On top of that it could become difficult to manage plugins - if you bundle a plugin with a project, then a new version comes out with a bug fix, you need to have a way to update the bundled plugin. I'm not sure we can do this in the short term, but it's still on our todo list.

  • Scaling is working fine AFAIK. Share a .capx to show what you're doing.

  • Haematite - there's no point using tiled backgrounds like that. Just stretch one object over the whole area rather than using separate objects. It's faster and looks correct too.