Ashley's Forum Posts

  • Why doesn't using instance variables to identify sets of objects work? It ought to do the job just fine.

  • Well holy smokes, this could be the most harmful thing Google have done to HTML5 gaming. I'm going to pester them about it.

    While there's not much that can be done for the players themselves, you can probably fix your local copy of Chrome for development purposes: go to chrome://flags and enable 'Override software rendering list'. This should give you GPU-powered WebGL regardless of the blacklist, but don't expect any players to be doing that.

    We can force this for node-webkit as well. However we already used to do that, and it broke games on a lot of systems: they'd crash, show nothing but a black screen, or have such severe glitches as to render the game unplayable. The blacklist actually works. It identifies broken systems and gives them a slow-but-works version of the game, instead of fast-but-totally-broken.

    So we will still break a bunch of systems that used to work if we skip the blacklist. This is a difficult choice. The best solution is for Chrome to keep a selective blacklist and try to support systems that can still use GPU acceleration on XP and Vista. There's not much we can do other than try to petition Google to bring that back. Or use Firefox!

  • I can't help without a .capx.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I think they had problems with DirectInput crashing a lot so now only support XInput controllers for the time being. However 's link shows they're looking in to using raw input (directly accessing USB data), which is like writing their own driver for it, so maybe that will work even better.

  • Sounds like you're getting software rendering in node-webkit but not in a browser. I'm not sure why this would be, but node-webkit is currently based on Chrome 32 and Chrome 33 is out, so maybe there's some difference there. Closing as I don't think there's anything we can do about this.

  • Is it the same across Chrome, Firefox and IE or is it specific to one of them?

  • Socket.io is incompatible with Construct 2's WebSocket plugin. They implement their own protocol on top of websockets, whereas the C2 plugin is just a raw websocket with no particular data format expected. There's no reason to use socket.io anyway, since almost every browser that can run HTML5 games can also use websockets. On the server side, try the ws module for node.js.

  • There is no performance difference, they both do the same thing. 'Every tick' is usually harmless for performance. See Optimisation: don't waste your time

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Thanks, should be fixed in the next build.

  • Closing as a mistake in your own events.

  • Closing as not a bug. Use the 'effects supported' condition to check if effects will work on the current platform.

  • It was a deliberate decision to report the top-left visible point instead, but given the problems you describe with scaling and rotation I think you're right that it would make more sense to report the scroll middle position instead.

    I think it might be useful to provide enough parameters to get the object box size in layout co-ordinates too. Then you should be able to make scaling/rotation independent shaders by working in layout co-ordinates rather than texture co-ordinates. Does that sound like a good solution?

  • Closing, you have the wrong version of VS installed. You need the one specifically for WP8.