Ashley's Recent Forum Activity

  • Please use English on the forum only. Thanks.

  • Just to echo that this is not officially confirmed in any way. It's an interesting idea, but we need to take in to account things like the cut Steam take, Steam's API and possibly required DRM, then we also need to actually get it approved and they might decline us. So who knows. We'll look in to it though.

  • I know I said we would add effects support for it, but on further consideration I don't think it's a good idea. A dropshadow with a heavy blur could render 5-10x slower than just using a black silhouette sprite with a blurred image which is pinned to another object. That's really a better solution.

  • It's a bad habit to get in to, because if you do come to design a mobile game the way you're used to will probably not fit in to the device's memory. Also, some old desktop machines have about as much memory as a high-end mobile device, so this method is still possibly excluding some desktop machines.

    It also hugely increases the download size, because a series of very large image could run in to the megabytes, whereas levels made out of a series of smaller objects will probably just be a few hundred K.

    Construct 2 will eventually support loading layout by layout like Classic does, but it's a low priority because it's generally not necessary for projects designed properly (using levels composed of smaller images).

    Obviously C2 is just a tool and you can do what you like with it, but I strongly encourage you to compose levels out of smaller objects. It's faster, smaller to download, and uses vastly less memory, and won't make your game unplayable on low-end desktops or mobile devices.

  • I really strongly recommend you do not take this approach to designing levels. Using very large images is the quickest way to fill a mobile device's limited memory and make it unplayable.

  • Sheepy - CocoonJS and directCanvas are based on the canvas 2D renderer, so they don't support WebGL either.

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  • Are you using any third party plugins?

  • Just a reminder - we still currently have WebGL disabled on mobile devices - C2 games will fall back to canvas 2D. This is because most mobile browsers which support WebGL that I've tried either crash or are slower than canvas 2D. Hopefully in the long term it can be enabled again, but mobile browsers need some work.

  • The cross-domain AJAX restrictions and how to work around them (including in preview mode) are described in the AJAX manual entry.

  • It's not C2 that caps the framerate, it's the browser which does it. Which browser are you testing in? Almost every browser I can think of caps the framerate to 60 FPS, except Safari for iOS due to a missing feature in the browser (I think it will cap to 60 FPS from iOS 6). So it's weird if it goes above 60 FPS, it shouldn't be possible.

    Your demo wavers around 50-80 FPS at the start for me, but once the game starts it's a steady 60 FPS. I think there's a little quirk at work here: if the screen has not changed, C2 doesn't bother redrawing the screen (it's a waste of battery on mobile devices). Presumably the intro animation is only running at 10-20 FPS, so C2 will only be redrawing at that rate. However not drawing anything seems to throw off Chrome's Vsync a little and occasionally the FPS goes over 60 if the screen is only occasionally redrawing. It shouldn't matter because dt works for any framerate, higher or lower than 60. So again it's weird this affects you. But you could try putting a text object offscreen and always setting its text to tickcount which will force a redraw every tick.

    (I hope that's not a Sprite object with lots of frames - that will use a huge amount of memory!)

  • It's a third party plugin, so you need to contact the plugin developer. I guess it uses features that are missing in appMobi - it should be possible to fix it.

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Ashley

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