Ashley's Forum Posts

  • The next build has an auto-join feature so you can arrange players in to separate rooms easily.

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  • Well, it does already, it disables everything.

  • Yeah, we actually turned off object sealing in the runtime a long time ago because it had a pretty big performance impact on some systems. I've removed that section from the SDK manual now. Still though it's a good idea performance-wise to pretend the objects are sealed, because JS engines can't optimise well for objects with dynamic properties - create all properties you need in onCreate and only use those in your code.

  • The multiplayer engine already keeps the game alive when switching in to the background, but only when you're the host, since otherwise the game would hang for everyone. There shouldn't be any serious consequence to putting the tab in the background when playing as a normal peer. I would really hesitate to allow this in any other circumstances because it will drain battery, spin up laptop fans, and so on - it's obnoxious to leave a resource-heavy process running even when in the background.

  • Pode: I don't see how that changes it. We wouldn't implement 'Tint' in software, because then you end up with a tricky memory management problem with all the cached copies of the tinted sprite, and fading the tint (changing it every tick) would still be prohibitively slow. Best to leave rendering features to the GPU.

  • The "Inheritence layer" is an old Classic feature. I don't think it really used OOP "inheritence", it was more like an auto-copy-paste the initial objects of a layer to other layers on other layouts. So you could have an on-screen keyboard on one layout, use it on any other layout, and have a single place to make changes.

  • If it doesn't support the DOM, then it won't be as good as node-webkit, because parts of the C2 engine still uses the DOM (form controls, XML parsing, letterbox fullscreen etc).

  • Designing it all in the same project would be better. Ideally we can improve the tools in the editor to make this more practical. I think the existing feature request for an "inheritence layer" would solve the keyboard issue. Not sure about the other case, but an in-game "sub-layout" view would be a lot more efficient than a whole new instance of the engine in an iframe. That could be quite a lot of work though, so I'm not sure we could do that soon...

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    We don't mind discussion of competing tools on our forums, but promoting fundraising for a competing tool is kind of cheeky at best, similar to trying to promote a commercial alternative on our own forums. We've closed threads on the same basis before, so I think we have to be consistent and close this thread as well. I haven't deleted it though, so users can still see it was posted, but I don't think it's the best place to be coming to raise awareness of this.

  • SVN is not overkill. It is an extremely well designed tool for exactly this purpose. Use it!

  • I've decided to enable the Multiplayer object to the free edition for the next build, so it can be trialled without a license. However the Free edition cannot export games using Multiplayer, you can only test them in preview mode, and the signalling server will limit the number of peers who can join games created with the free edition.

  • No, you only need to request access once, but you might need to make the User Media object global so it isn't destroyed when changing layout.

  • It depends entirely on the CPU power. Be careful not to mix up the per-tick and per-second measurements - 15,000 checks per tick is a lot, but per second it would be fine.

  • This is a bug, please report it to the bugs forum following all the guidelines.

  • I don't see what it would do that node-webkit doesn't do already.