Ashley's Forum Posts

  • Ok I'll do that but I find it hard to believe that a top-selling phone like my Samsung Galaxy S7 would be blacklisted (or my tablet Samsung Galaxy TAB S for that matter).

    You can also send me your .capx if you want me to take a look. But most of the time I get something which runs in to hardware limits, so is a game design issue, and would not be faster in a different engine.

  • Multiple Raster Threads: Disabled

    Native GpuMemoryBuffers: Software Only. Hardware acceleration disabled.

    Video encode: Software Only. Hardware acceleration disabled.

    WebGL2: Unavailable.

    The key entries are "Canvas" and "WebGL" (ie. WebGL 1), are they not listed?

  • We already have a Google Play plugin, but I think it also runs in to issue #1. We aren't currently working on anything new for GameCenter, but we could look in to it later down the line.

  • I really hope that scirras own service to build apps in C3 is alot better than phonegap.

    Just tested phonegap with a tiny test game and the performance is embarrassing.

    Again, I will keep repeating this, you have to check for GPU blacklisting as the very first step. Visit chrome://gpu in Chrome on the device to check. This only affects about ~5% of devices.

  • No, this is an important part of the security model of the web, and you have to make sure the resource is served with the right CORS header (i.e. Access-Control-Allow-Origin).

  • Moved this to the C3 forum. We already posted screenshots of C3 running on Ubuntu here.

  • A while ago we asked Kyatric to thoroughly document the process of setting up IAP on Android and iOS. His tutorials are up.

    From what I can tell the main problems are:

    1) it's difficult to configure the IAP stuff on the dashboards - on both Apple's developer site and Google Play. These usually are set up for technical developers, and most C2 users are non-technical. On top of that it's difficult to keep documentation up-to-date because these services keep changing their web interfaces.

    2) the build systems we recommend sometimes make it difficult to use the underlying Cordova plugins.

    If you work around the issues, AFAIK everything works. I do agree though that it is too difficult. This is why we're rebuilding the feature and integrating it with our own build system for C3.

  • Please keep it civil folks, you know the drill, I'll lock threads at the first sign of trouble.

  • WebRTC can't connect directly to an IP. It needs to exchange the offer/answer and ICE candidates from both ends. The easiest way to do that is via a web server, which is the signalling server.

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  • The text object isn't floating above the canvas in C2 or C3 - it renders like a sprite. TextBox (the text input control) is a form control so does float above the canvas.

    The text object also renders in the canvas so is not a DOM element and therefore cannot be styled with CSS, in the same way you can't style a sprite with CSS.

  • Our goal is to keep the update pace more or less the same as it has been over the past year - but things have been rather busy lately! We'll get back to the next C2 update soon.

  • Just to be clear, you can do that in C2 already as well, there's nothing new in C3 aimed at that.

  • We're not planning on running the actual game preview inside the editor at the moment, but there's nothing stopping you designing your own level editor at runtime using events.

  • In C2, the multiplayer plugin is already supported on Android. The only hold-up with iOS is when Apple support WebRTC in Safari. As soon as they do, the existing C2 multiplayer plugin should work on iOS, too. Apparently Apple are already working on it.

  • Stuff like a better event search, or cloud-compile could had been implemented in C2 without much stress.

    This is not the case at all. In particular the "find all references" feature was largely made possible by comprehensive redesign of the event system architecture, which we did as part of rebuilding the editor for C3.

    Editor-integrated webfonts are another case where doing it in a desktop app would have been far more difficult.

    It's easy to say "but they could have done that in their old software", but you can't see the technical realities behind the scenes.