Ashley's Forum Posts

  • 200 layers is truly extraordinary, I cannot imagine why you could possibly need so many and have never heard of any C2 user using so many before. But go on, send me the .capx pennaneac, it might be interesting to check the performance of the engine in such a case. If all 200 layers have artwork on them, I'd suspect you're bottlenecked on GPU performance, which means a native engine wouldn't speed it up. Or you have an extremely high object count, which means even moderately inefficient events will hit the engine hard.

    Non-Windows platforms (Android, iOS, Mac, Linux, etc) already use OpenGL backends for WebGL mode, so both DirectX and OpenGL are covered, not that it's particularly relevant to performance - the GPU and driver quality are far more important.

  • Unlikely. Did you say this is *only* caused by using WebGL shaders?

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  • CocoonJS and Ejecta are unlikely to ever support it, because neither of them are real browser engines. Crosswalk is rapidly improving and hopefully you'll find in the next version or two it's a lot better.

  • It already is supported in Chrome for Android. When Crosswalk gets updated to Chrome 33+, it will work there too. It's less clear when/if it will arrive to other browsers/mobile platforms, but I'd expect like most standards the support will broaden over time.

  • pennaneac - please do not double post, you already started an identical new thread.

  • As far as I know, IE, Chrome and Firefox actually implement their WebGL backends with DirectX. So Construct 2 games on Windows already use it.

    If you encounter bugs, please report them to us! As far as we are aware, the engine is robust for the vast majority of users. If you just make posts like this complaining about problems without actually specifically identifying them, we have no chance of fixing them.

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  • Of course, we just shipped it before we had an icon ready.

  • There are hundreds of services we could potentially integrate, and we couldn't possibly write an official plugin for all of them. Ask them to do it! That's what our Javascript SDK is for.

  • We are working hard. Multiplayer is a great example of a major feature that has been a #1 feature request on the todo list for a long time, but it involves lots of development work. A better iOS exporter has been a significant feature request from a lot of users for a long time as well, so I think that is an important step. Also, look at the changelogs for builds that are coming out: we are still addressing other requests, like accessing multiple audio/video sources with User Media and AJAX timeouts in r165, not to mention a steady stream of bug fixes and optimisations. We get such a large volume of feature requests that it is inconceivable that we could possibly address everything even within several months. Everyone has their favourite feature request they want to see implemented, but everyone's are different, so unfortunately you may need a little patience.

  • Are 16 exporters not enough?

  • ICE stands for Interactive Connectivity Establishment. They are the servers that help peers connect to each other even if they are behind NAT. These include STUN servers (which try to connect peers directly), and TURN servers (which if peers cannot connect directly, will act as a relay forwarding data between them).

    The Multiplayer plugin uses a default list of public STUN servers hosted by Google and Mozilla. You could add your own STUN server, but I don't think there's much point, because the public servers do a good job already.

    The most interesting case is to add your own TURN server. According to stats on our signalling server, about 10% of the time peers cannot connect directly due to NAT restrictions. These peers will simply fail to connect because there are no default TURN servers. If you add your own TURN servers then these peers will be able to connect still. The problem is this can degrade the connection quality, since the latency, packet loss etc. will accumulate since data must first go to the TURN server, then be relayed on to another peer. Also this makes TURN servers expensive to run, because you have to pay for the bandwidth of all the game data that passes through it, whereas normal direct peer connections run through their own ISPs and cost you nothing. Still, the option to add your own TURN server is there if you want to.

  • Closing, I tested this and it worked before releasing. Please follow the bug report guidelines and attach a .capx that reproduces the problem.

  • Colludium - the Ejecta plugin can show iAds.

  • Have you gone through the Multiplayer tutorial 3 which covers this?