Ashley's Forum Posts

  • I think the bug report alone is good evidence the next version of Android (be it 4.5 or 5.0) will support WebGL, especially since Android 4.4.3 already shipped with a GPU-accelerated canvas2d. Of course this doesn't mean it is certain.

    We talked about it more in our latest blog: https://www.scirra.com/blog/146/webgl-arrives-on-ios-8-and-more

  • PhoneGap on iOS 8 will be at least as fast as CocoonJS, since it has JIT compilation and built-in WebGL support.

    Crosswalk should also be at least as fast when the GPU is not blacklisted. I think Intel were going to add an option to skip the GPU blacklist to help work around that (at the cost of stability issues on some devices).

  • - add it to a zip file to see the likely size the server actually transmits.

  • Animmaniac's description is correct, and the seamless mode works around it by using a clamp-to-edge mode for individual tiles and then rendering them one by one.

    Pre-drawing to an unscaled surface is a good idea, but I don't think it will work in all circumstances: if you scale the game down to 10% size, it'd need to render unscaled to a texture 10 times bigger then stretch it down. This would likely be slow, use loads of memory, and possibly fail if it exceeds the maximum texture size (sometimes as low as2048x2048). So I think for all cases to work correctly it does have to render directly to the screen.

    The WebGL renderer is extremely well optimised for sprite rendering, and despite seamless mode having to render tiles one by one, it still seems to perform very well on mobiles. I guess the performance issue may have been overstated. However the bigger problem is it doesn't seem to always remain seamless in canvas2d mode. However given WebGL is almost supported everywhere now, perhaps we can let that go.

  • See Performance tips. Anything not mentioned there will probably have no significant effect.

    I hope for #4 you're not planning on replacing it with animation frames - that will be far, far less efficient. The sine behavior actually has an almost zero performance overhead so I seriously doubt it is causing any issues.

  • I don't think the PS4 controller is plug and play on Windows. Everything I've read says there are no Windows drivers for it so you need to get special software to make it work. For example see the instructions here: http://www.cnet.com/uk/how-to/how-to-use-your-xbox-or-playstation-controller-on-your-pc/

    There is nothing we can do to fix this: if there are no Windows drivers for a controller it won't recognise the gamepad at the system level, so the browser won't know it exists, so the C2 engine won't know it exists.

  • It should work in Crosswalk (might need to select 'beta' build though at the moment) but not CocoonJS.

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  • The progress bar is deliberately styled to look like a native control. If you want something different, it's easy to make your own with a tiled background.

    • Post link icon

    Closing, please do not double post.

  • In C2 you only get a fragment shader with default quad vertex processing. I'm afraid it doesn't sound like you'll be able to port it.

  • I had another look at an empty project: I think your measurements are wrong because you count the icon files, which are not loaded by default. The server can also be set up to send everything zipped (very likely this is already the default). jQuery can be set to load from a remote CDN instead of using a local copy, in which case it is very likely already cached and will not need to be downloaded again. The latest betas also add a web app manifest, which you can remove to shave off a few extra kb (and guarantee the browser doesn't load the icons) - just remove the <link rel="manifest" ...> line from index.html. Then you can replace loading-logo.png with a far simpler image (use something simple with solid colors and no gradients) which should only take up a couple of kb.

    Based on all of the above, an empty project comes out as 37-38kb for me. Not bad for such a feature-rich framework!

  • No, "On can play" means it has downloaded enough data to play at least a couple of frames, so I'd expect it only fires once per video. Anyway, all the playback events are whatever is fired by the browser and Construct 2 is not involved, so we could not change it either way.

  • Can you post the text of the error messages, which browsers you've tried, and your system setup? It's almost impossible to offer any advice or fix any problem if one exists in Construct 2 from what you've given.

  • Construct 2's games are standards-compliant HTML5 code that should run in any standards-compliant browser. Perhaps you're using an old out of date version of the browser, or it has not yet caught up to the standards.

  • Gamepad support depends on what the browser supports, and is not related to any code in C2. The Xbox 360 controller should work out of the box (and Xbox One when the driver comes through Windows Update), but the PS4 controller needs drivers to be installed to work on Windows. Maybe Firefox wrote their own driver for it and built it in to their browser, but that's specific to them. Closing as not a bug.