Ashley's Forum Posts

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  • so if you start making a project in HTML5, you won't be able to choose a different runtime/exporter later?

    You will be able to change exporters with existing projects. Going from Canvas to a WebGL exporter should be totally seamless, because WebGL supports all of Canvas' features and more, but going the other way would need some work on your project.

    Someone from Mozilla responded to Microsoft's remarks today:

    http://shaver.off.net/diary/2011/06/17/ ... -platform/

    In short, they seem to say: adding new features always exposes new components to possible attack - WebGL is nothing special, and it can be made robust against attacks over time anyway. (Also, they point out D3D support is in Silverlight so would have the same security problems in theory!)

    I'm more convinced Microsoft are just reluctant to support OpenGL.

  • Umm... there are loads of "coming soon" websites like this on the internet... what's special about this one?

  • Did you use the single-pipe | for bitwise or, or double-pipe || for logical or?

    || only ever returns true or false so if you use it on flags it won't work, you'll just get 1 or 0 back...

  • They neglect to specify that the majority of that userbase is IE6 and below.

    Not any more - it's mostly IE8. You can check browser stats at StatCounter global stats. It's changing relatively rapidly (for the industry - i.e. over a period of months) these days.

    There's no point exporting to WebGL when you could export to Canvas like C2 does already and also get IE9+ users covered (who will be the majority of IE users at some point in the future). So that kind of makes WebGL not very useful compared to Canvas, for us. I suppose we could still add a WebGL exporter, but who would make a large project in WebGL when it could reach more people as a Canvas?

    I think the best thing to do would be to somehow edit a Canvas and WebGL project in parallel, and if a platform supports WebGL it will use that, but if not it will fall back to Canvas. That means your game would also have to work with Canvas-only features though (e.g. no colour tint, no shaders, no Z elevation or 3D stuff, etc...) which means extra work supporting both featuresets in your project.

    I think that's the best plan to go for in future...

  • DravenX: Are you sure the virus came through WebGL and not some other browser flaw? How are you certain it was WebGL? I've never heard of such a serious bug in WebGL - most of the security articles state the worst it can do is reboot your computer or steal a screenshot.

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  • I've read about this and I'm a bit confused: java applets have always been able to use OpenGL, so these security concerns should be nothing new. If they're an issue, they should always have been an issue with Java applets, but nobody seems to have minded until now. Microsoft have been under pressure to implement WebGL, and they seem to have highlighted these concerns as reasons to not implement WebGL, when I guess the real reason is they don't want to support anything OpenGL related. This is frustrating, because obviously WebGL support would be great for Construct 2 - the exporter could match Classic's features, shaders and all, in a browser.

    Google have been working on JebGL (http://code.google.com/p/jebgl/) to bring WebGL support to Internet Explorer via a Java applet. We could use that, but then it defeats the whole point of having a plugin-free system. A quick Google showed that Java support is on about three-quarters of machines on the internet, so support is still OK. Surely there are going to be some compatibility issues though.

    It's still very early days so obviously we're still going to stick to good ol' canvas (which IE9 does very well), but in future we might develop a WebGL/JebGL exporter more as an experiment than part of the product, just to see how it works. For 2D games, WebGL doesn't add much more than just eye candy, and given the support isn't so good, it doesn't seem worth it right now.

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  • Ah... I think it's because it's on a layer with 0 parallax! I'll see if I can fix it for the next build.

  • Noga, I'll see what I can do, launching specific browsers can actually be a little tricky.

  • It makes it simpler for some users. If you don't know whether you're on 32-bit or 64-bit Windows, or you're not aware of the fact there's a difference, the installer picks the right one for you. It also picks a good place to install the app if you're not an admin, so if you don't know where to put the files it chooses for you, and creates shortcuts for you. That might sound a bit patronising, but not all users are tech-savvy enough to know good answers to those questions. Remember Construct 2 is aimed at "beginner" users. Given it's alpha, we're only likely to attract tech-savvy early adopters at the moment, though.

    Either way with zip or installer it's only a few clicks to have it ready. Is it that big a problem? It's still a portable application, so if you like, you can install, zip up the folder you installed it to, and take it where you like. (But I still think it would be better to take the setup with you, since it works out 32/64-bitness and whether admin privileges are available.)

  • I think if it's becoming a big issue in your life, don't be afraid to ask others for help.

    IMO anger is when you think something is unfair, or you deserve better. It might help to try to respect your ego and admit maybe it's not unfair or you don't necessarily deserve better than anyone else.