Ashley's Recent Forum Activity

  • inkBot - getting Awesomium working is probably about a week's work, we don't need to hire anyone to do it. We're just waiting for it to be finished, because the current alpha release the test is based on is missing some critical features like offline support. They're working on it though and once it's done it's really easy to get working, since it's basically the Google Chrome browser in a standalone EXE, so very little will need changing!

    Awesomium can support always-on WebGL as well (no driver blacklist) so the performance will be pretty close to a native runtime. Certainly good enough for most games, anyway. Consider that making a native EXE runtime in a language like C++ could easily be 6 months work for us when we're already super busy, and it will create an ongoing nightmare by forcing all plugin and behavior developers to rewrite their plugins in C++ (which many of them won't, causing a difficult porting problem). All that, just for a little bit of extra performance - and if your game is already running at 60 fps in Awesomium, it's for absolutely no benefit at all! So I think it's totally not worth it, which is why we're going with Awesomium.

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  • AJTilley: we're waiting for Awesomium to be finished, this is a test of their alpha release. We'll be supporting offline play when it's fully released.

  • Try using the AJAX object to request an XML file, then load it in 'On completed' by loading AJAX.LastData in the XML object.

  • Try:

    "ATK: "& int(Player.P_ATK_Bonus) & "." & int(abs(Player.P_ATK_Bonus)*100)%100

  • I'd definitely try updating the drivers on all the computers you've seen this on.

  • Bwakathaboom, in the latest beta release (r87) you should be able to export via PhoneGap and get good sound support, including multiple sounds at once.

  • I know it's frustrating, it's a lot to do with browsers obviously having security restrictions. However, it can be made better, and I hope to improve it soon - and there's a Filesystem API in the works for HTML5 which should solve this completely. (If I understand right Filesystem basically gives the browser access to a virtual folder on your computer, so you can read/write files to disk as you please with a much higher storage limit. I haven't had much time to check it out though.) However support is patchy, especially with writing files, which right now appears to only be supported in Chrome.

    Obviously in CC the work flow is nice and simple: load a file direct from disk, and save direct back to disk.

    From Construct 2, there's the added problem of the preview server. This is another thing I want to improve, but currently it only serves a list of files known in advance to be part of the Construct 2 engine. So unfortunately currently there's no way to add an external file to your project, and AJAX it from the preview server. This is on my todo list and should make it a little bit better.

    In C2 the ultimate process I imagine is:

    1. You create a level editor, storing to (for example) the Array object.

    2. You design a few levels, and download each of them to disk using the 'Download' action. (Hopefully this can be made to work smoother, with just one click - the file saver plugin looked like it used an interesting library which might help.)

    3. You add the downloaded files to your project. They appear in the Project Bar under a 'Files' folder.

    4. These files are exported with your project, and are also served up by the preview server.

    5. This means you can test your project in preview using the AJAX object. For example, AJAX request "level3.json", and when it completes, load it in to the Array object then load the level.

    6. It also means on export all your levels are stored as separate files. Bonus: when published, the game does not need to download all levels before it starts running. You can dynamically load levels with AJAX during the game.

    7. If smartly designed, you could add new levels to your game by simply uploading more .json level files.

    Obviously this is not all possible yet, but it's the goal I'm aiming for. I think it's a good strategy because it circumvents the browser storage completely - you just download and upload files as ordinary files on disk. That sidesteps all quota limitations and avoids patchy browser support. It has the added benefit it's highly visible which files you're dealing with. If you save a bunch of files to the browser in preview with WebStorage or some File Writer, how do you get them back? Unless you write special code to download them, it's not easy to know where the browser has put that data. If you download it to disk though, you always know where everything is. It gets stored with your project, so it will be copied, backed up etc. along with the project, whereas data saved in the browser is easily lost if you switch browser or change computer.

    It's kind of low-tech compared to using the fancy new APIs, but I think it will work better in practice.

    So what do you think of that? Do you think it will solve everything or is it missing something still?

  • Why not put all your input events in to a group, and then disable or enable the group?

  • The _reloadpoll_ GET request is normal. I think it might just be a quirk of Chrome, if other browsers work it suggests it's not Construct 2 at fault. Perhaps you could try running through troubleshooting Construct 2's preview server though?

  • Huh, that's weird. Have you tried updating your graphics card driver? What graphics card do you have?

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  • "Every X seconds" is not affected by the framerate - it runs based on real-world time rather than ticks.

    However, I think a few people are being thrown off by a current bug in Chrome 18. If there is nothing changing on the screen, the game will start running at hundreds of frames per second and the timers all screw up. The fix is to make sure you change something every frame - try just putting an unused text object outside the layout and always set it to tickcount to fix it.

    The problem should not happen in any other browser and is also fixed already in Chrome 19 so should disappear in a few weeks.

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Ashley

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