Ashley's Forum Posts

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  • Hi folks,

    We don't normally do stable updates this soon, but I'm thinking of getting a new stable release out and then dedicating the next beta cycle to the new multiplayer engine, which will likely take lots of work and testing to get running smoothly given the size and complexity of the feature.

    Since we might do a stable release slightly earlier than expected, please make sure you've posted any bug reports you've noticed in r161. As far as I'm aware there's only one current regression in r161 where some shaders may appear slightly different, but apart from that there are no other reports so it looks like r161 is good to go as a stable - unless anyone has noticed any issues but not told us. So please let us know otherwise the issue might not be fixed in time.

    If you haven't tested above r158.2 I'd encourage you to give r161 a spin - as far as we know it's pretty solid, and it can be awkward if we receive an important bug report just after a stable update.

    Thanks!

  • Because it can only integer scale, if the browser client size is smaller than 480x640 (2x scale), it can't scale it up, so it will still appear 240x320. This is by design. Try going fullscreen (F11) or just resizing the browser window larger.

  • The example .capx is kind of crazy, it'd help more to have something steady which remains in more or less the same position so that I have more than a few seconds to debug it. Can you come up with something? Also if other shaders are affected can you provide examples with screenshots?

  • Most users probably don't care at all about what files the game uses, so long as the game works.

    If it's a small game, consider web publishing instead!

  • I haven't had the chance to investigate this yet, but given that as far as I'm aware it works on every other platform, this may be a limitation in WP8 rather than a C2 bug.

  • I'm not clear what the problem is, you still haven't explained what you mean by "fullscreen". The game does not appear to use the Browser object's 'Request fullscreen' action as far as I can tell, so I don't know what it is you're after or what you think is the problem.

  • Neither, you cannot efficiently design games like this. Read Remember not to waste your memory

  • Can't reproduce, I don't know what you mean by "full screen" (it looks like it's using letterbox integer scale) but it works fine and with sound in both browsers.

  • "default" mode just asks Windows to launch the default browser. It should be the same one that runs when you double-click a .html file. If for some reason Windows' configuration gets messed up and it can't launch the default browser, try just selecting a specific browser in the 'Preview browser' property.

  • Doc Ai - it can export to EXE. The reason we don't write our own engine is because the games are HTML5, and we are not capable of writing a better engine than Google. They have the best engineers in the world and Chrome is pretty much unbeatable as far as engines for running HTML5 games go. If we made our own it would take months of our time and not even be as good as node-webkit.

  • Closing because the problem is you collision test with objects on parallaxed layers. To find out more why this is a bad idea read this blog post: https://www.scirra.com/blog/ashley/6/collision-cell-optimisation-in-r155. In short, this disables the collision cells optimisation, *and* adds extra overhead on each collision check, since it must convert between layer positions taking in to account the parallax before it can even do the fast bounding box check.

    Almost all the CPU is being spent in the last event checking for a collision with 'Enemy2'. There are 70 of these objects on a parallaxed layer. Change the layer parallax to 100,100 and it barely goes above 1% CPU.

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  • Sounds like a broken browser extension or addon is breaking the game. Try disabling all addons or trying a different browser. Closing as not a bug.

  • It's a bit larger since it has to include the whole Chromium browser engine. If it's a large game it should not be big compared to the size of the game assets, and if it's a really small game, why not just run it as a HTML5 website?

    You can change the EXE icon with Resource Hacker - hopefully we can automate that in future.