Ashley's Forum Posts

  • It's nothing to do with which object is selected, it's just the amount of information being displayed in the tables. The system tab does show a lot of information!

  • Renaming is tricky, particularly if you call functions based on expressions. For example if you have functions "Func1" and "Func2", and somewhere you call function "Func" & number, then rename them both to "Other1" and "Other2", then C2 cannot realistically know to update every call action, so it's still broken.

    One workaround I saw someone using was to use constant global variables as the function name. If you rename a global variable in C2, it updates the name everywhere in the project.

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  • Audio basically doesn't work on WP8.0, the HTML5 support is too poor. Audio should work on WP8.1, in theory, but in practice is subject to that bug where the game will likely crash after a few moments.

  • The browser has to do a lot of layout and text rendering as the inspector stays up to date. Note it displays data in real-time and keeps the object list up to date etc. That has quite a big performance impact. AFAIK, the only way to avoid that impact is just to not display it. If you switch to a different tab it should be faster.

  • Under 20 players should be no problem at all. As the multiplayer tutorial covers, this is not a problem to do with the particular framework, it's just that bandwidth requirements scale with the square of the number of players in the room. So eventually you reach the point where adding a single new player requires several megabits per second more bandwidth, and you'll probably hit the host upload rate before then (especially if the host is not a dedicated server).

  • Lots of laptops have dual GPUs: often a weak low-power Intel HD graphics chip for use on battery, and a higher-power gaming type card like an AMD or nVidia desktop class card. I think by default you always get the low-power GPU unless you specifically change it e.g. in the nVidia control panel. I'd guess an external monitor socket would be driven by the more powerful GPU, so connecting an external monitor might also have the effect of switching to the more powerful GPU as well.

  • If you use 'on start of layout - show dev tools' (in the node-webkit object) does dev tools appear and are there any console messages?

  • It would be difficult, why not use the Javascript SDK instead then?

  • 1) Yes, you can build locally using the PhoneGap CLI. This is not officially supported yet, but I think we will add support at some point, since it allows for any size build and also circumvents the subscription for PhoneGap Build, but it's a lot more complicated. You should be able to choose a normal PhoneGap export from C2 and then follow existing PhoneGap documentation on how to build it offline.

    2) Looking at your link, the issue is already marked as 'fixed'. Hopefully it's only a matter of time for this to come through to the stable build, but you could possibly get the fix earlier by choosing the beta version of Crosswalk. (You'd need to check exactly which versions the XDK is using.)

    3) All it has to do to show the C2 loading screen is load the html and parse c2runtime.js, so that should be no more than a second or two's work, so a 30 second wait is definitely suspicious. If you've got Chrome's inspect tab up then maybe that time is spent trying to establish a connection? I don't know what it could be doing for that time, but I haven't heard of such a long delay before even the C2 loading bar appears before. Note currently on Android Chrome (and Crosswalk, consider them the same thing) is slow at decoding audio which can add to the loading time if 'Preload sounds' is on, so it may be worth turning it off and seeing if that helps. The linked bug report shows that Google are aware of that particular issue though so it may be fixed in future as well.

  • The Browser object's 'On back button' and 'Close' features should work in Crosswalk. If not, please file a bug report.

  • If you run your own signalling server on the same LAN you can have it work without any internet connection.

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    So remember this is "experimental" status, but I guess if everything is working smoothly and there are no problems at all then you could go ahead and ship it. Personally I'd be cautious and run a limited-scale beta and seek out feedback from players to make sure there aren't any edge cases where it's not working that we need to go back and sort out with the plugin or greenworks itself. But glad to see it's well received

  • It should be fixed in the r185 beta. The support check broke on IE9.

    Currently only Firefox and Chrome support WebRTC for multiplayer to work, but IE have shown interest in adding support.

  • If it's heavily dependent on some JS integration, I strongly recommend the Javascript SDK. You can write your own plugin to do all the integration and present it to the event system.

    For smaller one-liner type things, see 'Javascript integration' in the Function object and the Javascript execution features of the Browser object.

  • Have you looked at the real-time game example? Pong is hard-coded to use 2 players, whereas the shooter game works with any number of players.