Ashley's Forum Posts

  • directCanvas does not currently work on Android - I think GamerGon must have exported with 'use phone browser' which will be slower, but still work on Android.

  • I've added a color replace shader for the next build. I was talking about the 'getrgb' expression when I was worried about performance - what do you usually use it for?

  • There aren't many technical limits, in terms of how many things you can add to your project. Performance on mobile is probably the biggest limiting factor, but with our WebGL renderer performance on desktop is already comparable to native engines.

  • Glad to hear its sorted!

  • You can disable the iOS retina display in C2, and it will draw low-res and stretch up to fill the screen on iPad 3, with similar performance to iPad 2. However using the retina display on iPad 3 isn't very good, because it has 4x as much area to draw, and Apple didn't make the hardware powerful enough to compensate, so often performance is worse in retina mode. It's a shame. I would recommend using an iPad 2 for your testing and turn off retina mode for the time being, unless you really want to target retina displays anyway.

  • imothep85 - it sounds like tax is a lot higher in your country than other countries, which is a shame. However I still think it's an unfair comparison, since if you make $100k and have to pay $50-60k in tax, then $2900 for the tech is small in comparison to the tax fee. Also, I'm afraid I have to say people can't put their prices down just because tax is expensive in your country... they still have to make money for their services.

  • Use the 'Request fullscreen' action in the Browser object.

    I'm not sure about Gamepad support - I'll have to investigate soon.

  • I'll see if I can port CC's replace color shader. Getting pixels is generally not a good idea since it involves a very slow process of halting rendering and copying data from the GPU back to the CPU. Do you absolutely have to have it? I prefer not to implement features like this, because if mis-used it absolutely kills the performance (and probably means people coming to the forum wondering why their game is slow).

  • 1 - we're planning 'static' local variables which keep their values like global variables, but are only accessible in their range of events. Hopefully that will fix that.

    2 - this would involve inventing a whole new scripting/console type language, which is a huge amount of work, and it's not clear the end result would actually be useful or practical to use. Are you sure you can't get by just making events that do the same thing?

    Try not to think about C2 events in terms of programming - it's a completely different style and is easier to approach it with a fresh mindset.

  • Try a warp (adjusted to be like a heat haze) followed by the glass shader. You'd need to use the right kind of texture to make it look realistic.

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  • I genuinely think the Awesomium license is not a problem at all. In practice it is rare you will need to pay anything, and if you do then it will be a fraction of what you've already earnt, much like Construct 2's Business license.

    Have you made less than $100K? Then no worries, you do not need to pay anything.

    Have you made $100k? Then congratulations, you are already an incredibly successful game developer! You now have two options:

    • if you have one game, buy a single commercial license, which is only 2.9% of the income you've already made
    • if you have multiple games, contact Awesomium for a site license which allows unlimited use in multiple commercial applications. This is likely more expensive, but still probably a fraction of the $100k you've already made.

    If you have made $100k you are most likely overjoyed with your recent success and paying a license for the technology that got you there is probably not going to dampen your spirits! I struggle to see how making $100k can be interpreted as a problem :P

  • gerris - that still sounds like a poor solution. You should probably only have one set of controls (without anything overlapping them) and interpret them differently depending on the settings. So this can be solved using events rather than having to duplicate a layer many times, which I'm still sure is a bad idea in general.

  • We're aware of the need for several third party plugins on the Arcade - we're working on something in the medium-term which should help fix this!

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  • I've noticed some of the Warp effects don't work in the latest Firefox stable (14). However, they work in the latest Firefox Nightly (17), so I think it's a Firefox bug. It should be fixed when Nightly makes its way to stable in a couple of months. Chrome seems to be working fine in the mean time.