Ashley's Recent Forum Activity

  • I think the best way to do this is to use Pode's iframe plugin. You can just display your page in fullscreen using the iframe. Then you get to keep everything inside C2, and can still use PhoneGap Build.

  • I'm not sure what you mean. Do you want to be able to compile a .capx to HTML5 from the command line, for example?

  • Thanks for another great summary Kyatric!

  • If a company is interested in buying the source of your game, I would say that is your .capx file in Construct 2. The output javascript is automatically generated and not easy or useful for anyone to look at or modify. The true source is your Construct 2 project. Giving someone the .js file is like giving someone asking for the source of an EXE a huge assembly listing instead of the actual C++ code, which you'd only do if you wanted to annoy them!

  • You could also try uploading to the Scirra Arcade.

  • IE9 and IE10 have by far the best graphics acceleration

    Not according to our tests! With WebGL support, both Firefox and Chrome are twice as fast as IE. Even without WebGL support, Firefox 12 is faster than IE 10 already! See our blog post about IE10.

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  • I'm not sure this is anything to do with Construct 2, because we've got WebGL disabled on mobile for the time being. It's up to the phone how it handles hardware acceleration and it doesn't sound like our code could create that message.

  • Type in chrome://gpu. Does it say you get hardware acceleration for everything?

    My best guess is IE is hardware accelerated and Chrome is not. Chrome regularly beats IE in our benchmarks, but we have hardware acceleration enabled for everything.

  • Nathan

    There are two issues here: rendering performance (the time it takes to draw it) and logic performance (the time it takes to process events, collisions etc. for the object). Invisible objects, or objects on invisible layers, don't take any rendering time, but their logic performance is unaffected - events obviously keep running for invisible objects!

    Trying to change your events to make it faster is usually pointless: I doubt you can measure any improvement at all changing your events to improve logic performance. Game performance is usually 90% the rendering performance.

    As for size/position/angle: the short answer is no, it doesn't affect performance. The long answer is it can if the rendering is software rendered, but usually software rendered platforms are not particularly usable anyway (they're too slow overall). On hardware-accelerated systems it makes no difference at all.

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  • Well I haven't put any logging in the reload poll, the browser does that itself. Maybe I can add a registry switch to turn it off or something.

  • You need to add 'Trigger once' to the event otherwise it is constantly true. Events are checked once a tick (about 60 times a second) and if you play a sound in an event which is constantly true you will play 60 sounds a second. Note the 'Wait' action does not block the event, you will still queue up waits 60 times a second.

    Browsers tend to have pretty bad audio support so if the browser/audio driver crashes that's the fault of the browser/audio driver, and we can't fix that for them! You just have to be more careful with how you play audio and not make events like this.

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Ashley

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