Ashley's Recent Forum Activity

  • IE8 and older don't run HTML5 games. Practically every other browser today can though.

  • AIR doesn't run on the web. Also, AIR beats canvas 2D by a small enough margin that if the devices in question supported WebGL, I think Construct 2's WebGL renderer would beat AIR as well - on desktop WebGL gets at least double the performance of canvas 2D.

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  • I'd go to Ludei for support for now - we simply call the functions they provide from our plugin, and for help on how to set it up and use it Ludei are the best ones to explain.

  • Try putting a text object visibly on the screen and every tick set it to tickcount. This forces the screen to be redrawn every tick. Some old versions of Chrome had timing bugs when the screen was not redrawn every tick, and Awesomium is stuck on an old version of Chrome, so it might still be affected.

  • Can you share your .capx?

  • I haven't seen any evidence anyone can beat Construct 2's automatic spritesheeting and PNG recompression with other tools. If you can show me something that beats it by a significant margin I'd be interested to know which tools you used. As the blog Knifegrinder linked to says, C2's automatic spritesheeting on export is very good, and there is not much to gain by doing anything differently. For example putting two completely unrelated images in the same spritesheet usually has little compression benefit, because there is not anything in common between the images that PNG can compress away. Compare that to animation frames, where there is often a lot of in-common image sections which can be compressed away, and it's more likely that PNG-8 can be used for further savings, whereas unrelated images may nudge it over 256 colors and use PNG-32 which can double the filesize.

    Also have a look at Image compression in Construct 2, a separate post detailing Construct 2's PNG recompression strategies. It's fairly sophisticated and includes automatic color counting to losslessly switch to PNG-8 where possible, giving significant savings for free. People occasionally try to use online services or standalone tools like PNGCrush, but I have tested all the ones I can find and none of them beat the way Construct 2 uses several tools in tandem.

  • It sounds like performance on Windows 8 ARM devices is worse than the hardware suggests ought to be possible.

    It may be that IE10's JIT compiler for ARM is just not very good. IE10 is the first version of IE that runs on ARM (IIRC), whereas both Chrome and Safari on Android and iOS respectively have been around for years on ARM devices and probably have had much more optimisation work done.

    Maybe IE10 doesn't even compile javascript on ARM! I'm not sure where to find out more about that... might be worth asking MS.

  • dusoft - this thread is out of date, since it was posted iOS 6 has been released with support for the Web Audio API, which makes audio sprites redundant.

  • If it's possible I'd rather see a plugin where the client side handles all of the game logic

    I'm afraid in practice this is not a workable idea. It's very tempting because it could do a lot to simplify the design of multiplayer games in Construct 2. The reason it wouldn't work though is because cheating would be totally rampant.

    If you trust what the client tells you it's done, it could take a mildly technical person a few minutes to figure out what packets are sent outbound when you shoot someone (or complete some objective), then create a keyboard shortcut that does it over and over again (e.g. one key to kill everyone in the level instantly). In short, if your game reaches any level of popularity whatsoever, it will promptly be ruined by widespread unrestricted cheating.

    While you could risk this yourself with your own plugin/networking architecture, we could never officially support a system designed that way. Anyone who tried to make a serious game would get totally burned by it, and we don't want to be responsible for that happening.

    Since server-authoritive models run the game on the server, basically only user input is sent from the client. So cheating is instantly reduced to automating what are legitimate inputs to the game, which in theory a real human could be inputting to their computer anyway. This usually can only provide a slight edge, rather than totally owning a game.

  • Closing as not a bug, please post in the 'How do I' forum rather than the Bugs forum if you need help getting going with the beginner tutorial.

  • Clicking 'Add action' works fine here. Considering we would be totally inundated with reports if there was a Construct 2 bug which affected every project and hung when you pressed 'Add action', I'm afraid I think this indicates a problem with your computer, and not a bug in Construct 2. Closing

  • Closing as duplicate of http://www.scirra.com/forum/topic60530.html

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Ashley

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