Ashley's Recent Forum Activity

  • I think the savegame system will still work, because internally it uses IndexedDB first if it's supported, and I think Chrome apps still support that. Unfortunately if Chrome don't support localStorage again then the WebStorage object will do nothing in Chrome apps (writes will be ignored and reads will return empty).

  • I'm not sure there's anything we can do about this from the C2 engine, the WKWebView still looks just like a browser. I think it's up to whoever provides the build system that uses WKWebView. I'm assuming it has some kind of API to mark files as permanent? Or if not maybe Apple need to add support for that - I've read WKWebView has a few bugs and missing features compared to the old web view.

  • Yes, it works on all platforms.

  • I haven't got round to the "recreate zone" action yet, but the last few releases have included bits and pieces to try and improve it whichever way you want to design your game. Also I think render cells are applicable to a wide range of game genres so are a more useful general-purpose tool to have. "Reset persisted objects" wasn't aimed at your request at all, it was for an unrelated request IIRC.

    I think jank will be a problem if you create and destroy large numbers of objects at once, and it is difficult to see how that can be worked around. (It's not at all straightforward - you can try and spread out the creations, but then if the game keeps running you may run in to issues where you reach the new area before it's finished creating all its objects, and stuff randomly pops in to existence.) So one of the useful things about render cells is you can use them to avoid having to create and destroy any of your static scenery objects. They can exist over the entire layout and render cells allows the far away ones to have zero performance impact.

    So then once we get 'recreate zone' you don't need to use that for any static scenery, just the changing things like enemies and powerups. Ideally that reduces the number of objects to create/destroy at a time to a small enough number as to make the jank unimportant.

    Destroying large numbers of objects at once used to be particularly slow, but another recent release made that a lot faster. So I think we're getting there.

  • If you use an uncommon font with the Text object, it won't show the same for anyone who doesn't have the same font installed.

    Web Fonts or SpriteFonts don't have this problem and will show the same for everyone.

  • PhoneGap is largely the same as a browser, so you can use the normal form controls like Text Box. (Form controls were one of the casualties of non-browser engines so those custom ways to bring up the keyboard were hacks to work around normal text boxes didn't work)

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  • I don't have any plans to implement this - we're making a game engine, and I don't think games ought to stay active in the background, it will waste a lot of battery.

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    It turns out Greenworks has to be rebuilt for every node-webkit update. The move from 0.10 to 0.11 broke Greenworks and the next update to 0.12 will break it again. Bah... this could be tricky to keep up to date.

    I think they are going to rebuild a version for 0.11 soon. Hopefully it'll also include a 64-bit Windows version too.

  • Changing opacity won't create any extra render cell work (it's not moving or Z ordering), but changing the angle counts as moving.

  • Would it even be useful to load layout XML files from Construct 2? Then everyone who wants to design levels for your game will (probably) need a C2 license, and you have to share a significant part of the source project in a ready-to-use form...

  • gumshoe2029 - the Javascript SDK allows you to include scripts which also work in preview mode, and doesn't require any modification after export.

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Ashley

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