Ashley's Forum Posts

  • Can't reproduce, works here with node-webkit in r185. Have you tried the beta?

  • Oh, the Windows Store encoding requirement strikes again... fixed for next build, thanks.

  • Still on the todo list with a bunch of other stuff. We do care about all platforms though, and prefer not to implement things that aren't just going to work everywhere. Perhaps a third party plugin could cover it if you need it soon and don't care about platform coverage.

  • rho - can you name any specific improvements? I'd have thought you can comfortably go in to the thousands of events with groups, separate event sheets, includes and so on.

  • CSS animations are fundamentally incompatible with the way C2 games render. They draw pixels in to a canvas, whereas CSS animations move about DOM elements (i.e. parts of the web page), and DOM elements carry a lot of overhead. In the early days of HTML5 there were some entirely DOM-based game engines, but they ran far slower than canvas ones, so realistically these days noone uses them. BTW realistically C2 always uses requestAnimationFrame; the setTimeout is a fallback for browsers without requestAnimationFrame support, which I think is pretty much only IE9 now.

    I'd point out we had similar issues with Construct Classic, which was a native engine. People raised the same kinds of issue about frame drops from time to time. I think I mentioned this earlier, but ultimately a multi-tasking OS which has to hit a very precise 16.7ms timer frequency will in practice have some variation and possibly occasionally drop a frame. Classic worked better in fullscreen mode, and that might be true of browsers as well.

    JIT compilation is basically completely invisible to the code. Every browser handles it differently, the way it's done changes over browser releases, there's no way for code to know if it's been JIT compiled or to force it to be done, and trying to force the browser to compile everything could have other detrimental effects like wasting memory or actually degrading performance, especially during startup. I don't think it's realistic to solve it by fiddling with the JIT - it needs to be handled by the browser makers in their javascript engines.

  • See the manual entry: if you have anything selected, it filters down the list to only those things and the other things overlapping them, so you can conveniently adjust the Z order of those objects without having to scroll past loads of unrelated objects. Unselect everything to see everything.

  • Good point, there's not currently any particular way to do that. I'll update the manual and add a condition for the next build.

    Edit: actually, it returns an empty string, not 0. If you try to convert an empty string to a number you'll get NaN. There are also existing conditions to check if a key exists, or you can check if the key returned an empty string before trying to convert to a number.

  • You should refer to each platform's documentation for IAP, e.g. iTunes Connect for iOS IAP. These describe in detail how IAPs work and how to set them up, configure and test them. Sometimes they have code samples but you can ignore that since the plugin handles it for you. I just updated the IAP manual entry to include links to each platform's documentation so it's easier to find. We don't want to duplicate what is already there since it's different for every platform, is already documented by them, there's a lot of information, and it can change from time to time which would make our own documentation out of date.

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    Closing, please don't double post.

  • Ha, so that's measuring from Construct Classic's first release... I guess that may as well be when "Scirra" really started as well. Forgot we only had 66 downloads of 0.8, now we get that many downloads of C2 about every 48 seconds

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    DuckfaceNinja - I don't think Steam Cloud has much to do with multiplayer. It looks like just a simple way to sync small files between different computers which are logged in to the same Steam account. I'll add support for any extra Steam features I can though.

  • The signalling server's been running fine, I haven't noticed any problems. Its uptime is currently over 13 days, and we generally only have a minute or two's downtime once a month when "patch tuesday" comes around and Windows Update does its stuff. You should also check for signalling errors and display any that occur, since a common mistake is to accidentally flood the server by sending it stuff every tick, and then it kicks you for exceeding the flood limit.

    Connectivity issues like this are basically standard no matter what technology you're using - antivirus, firewall, exotic router configurations, service outages, Internet traffic flow quirks, etc. etc. all means sometimes connections don't work properly. There's not currently any good way to identify the cause of problems. There's not much advice you can offer except telling users to check their firewalls and internet connection.

  • ORTC is basically WebRTC with a slightly different and incompatible API. As I understand it, it should be possible to implement WebRTC in terms of ORTC, since ORTC is actually more customisable. Providing there's a good shim that does that, we should be able to easily support multiplayer with ORTC without even really changing our code. Even if there's no shim we should be able to adapt our code to work with ORTC instead.

    tl;dr - if IE supports ORTC then it should be able to support Multiplayer as well. Good news!

  • WebGL effects are programmed using special small programs called shaders. These are not built-in to the browser, they are hand written. If you learn the basics of GLSL (OpenGL shading language), it should be possible to make your own new effects which have new features like those you propose.

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  • Was that our anniversary? I didn't know :O When are you counting from? lol