Ashley's Recent Forum Activity

  • Oh right I thought you meant the runtime. The edittime is different, it uses the editor's OpenGL renderer through some custom methods that are exposed. It doesn't have many features - only those that are used by all existing plugins. Is there anything you need help with specifically?

  • BTW if you ignore every message or click Retry the project should load OK. You'll need to find an object with a missing image though and replace it.

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  • guicole, what were you hoping to use AJAX for in an Arcade game? We're worried about the security implications of playing an arcade game which can possibly maliciously AJAX in the background.

  • Ah, so is this a trigger calling another trigger? So runtime.trigger() is being called recursively?

    I didn't write it to support that yet, so if that's the problem I can try and correct that...

  • Pre-loading is not necessary at all, it's just to reduce the latency for sound effects. If you don't pre-load it just streams it from the server which is ideal for music. I guess this is why I need to hurry up and write the Audio documentation :) So yeah, just get rid of all the preloads.

  • How come you're still on r70? I tried to improve this in r71, so a report from r70 isn't really very useful...

  • I'd say don't preload anything, except maybe the 1 or 2 most commonly played sound effects (e.g. player's gun firing, first explosion sound). There'll be a little bit of latency on some sound effects on the first play, but it probably won't be very noticable if there's no latency on the preloaded gun/explosion/etc. Then, on all subsequent plays the game is cached so everything will play instantly anyway (making the preloads redundant).

    There was a bug reported that seemed to be the browser choking if too many sounds were preloaded at once, so I really wouldn't try to preload everything.

    So preloads are just really for the first play. I guess you could also preload one or two extra sounds on the start of each level as you progress through the game to keep the latency less noticable.

  • There are two modes for plugins to draw in: Canvas 2D and WebGL.

    Canvas 2D is just the ordinary HTML5 canvas with a 2D context.

    WebGL is too difficult to use at a low level so it's wrapped with a C2-specific class called 'GLWrap' - you can see its methods in glwrap.js in the install directory.

    TBH your best bet is to find a similar plugin (e.g. Tiled Background or Sprite) and see how they implement their drawing, and base your plugin off that.

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  • There's also a link on the start page in the editor itself. 'Free bundle download' under 'Useful links'.

  • Sounds like this bug - the minifier breaks physics.

    I made a post to Google about it, their Closure Compiler is used for minification and seems to break Box2D. It might take a while to fix, but I'm slowly working on it. In the mean time disabling the minifier is the workaround.

  • Mipey, that post reads like a load of nonsense to me. Node.js is non-blocking for I/O. That guy rants about how it blocks for the CPU (obviously it has to). The CPU is not I/O, so they're arguing about something different to what Node.js is for :P They also complain that you have to use javascript, which is also another big advantage, since you can share code between the browser and server...

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Ashley

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