Ashley's Recent Forum Activity

  • Auto-flip and auto-mirror only work in HTTP mode because browsers block the necessary features in file mode.

    Sorry - I think your best bet is to try and get HTTP working. Are you running any other servers on your computer?

  • You're just not quite thinking about this right. There's a big difference between game co-ordinates and screen co-ordinates. When you change an object's position you change its position in game co-ordinates. These are not the same as pixels on the monitor! All the scaling feature does is stretch what's in the game.

    So for example: moving an object by 100 moves it in the game by 100 pixels. On a monitor 1000 pixels tall, this is 10% of the screen. On a monitor 500 pixels tall, the scale would be 50% due to the scaling feature, so it moves 50 pixels on-screen, which is still 10% of the screen.

    The game happens independently of how it is drawn. Imagine you have no monitor at all! The game is still happening invisibly, and objects moving around in the computer's memory. Attaching monitors which display different parts of the game at different sizes does not affect those objects moving around in memory. So you don't need to worry about the scale at all when moving objects, or in fact in any of the game logic.

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  • Again, I'm not committing to anything, I am not saying there will not be an EXE exporter. My main point is if HTML5 has the same performance and features as the EXE exporter, why is it necessary? The Steam API is a good point and I'm sure something can be figured out there. I've been trying to think aloud to share my ideas with you. As I said, it's unlikely HTML5 performance will get that good, so there's still a good case to make an EXE exporter.

  • You don't need to use layoutscale in your movement calculations! The scaling only affects the display - how existing movements are shown. You do not need to change how you move objects!

  • I'm not committing to anything just yet, I'm just talking about my ideas. For example, if HTML5 performance gets good enough that an EXE exporter can only get a 10% performance edge, then an EXE wrapper around the HTML5 runtime should be perfectly adequate (possibly with a plugin to access Steam API features). Writing a new exporter is a massive amount of work which will tie us up for months and require a lot of continuous maintenance work, which is a difficult decision when you're a small team with limited resources. So the EXE exporter would have to be significantly better to justify the effort, which is why if it's at all possible I'd prefer to recycle the HTML5 engine.

    Still, I think it's unlikely HTML5 will get that fast - I do think an EXE exporter for super-hi-performance games would still be a good feature.

  • Set the 'default controls' property to 'no' then use events to call the 'simulate control' action. E.g.: On spacebar pressed - simulate control 'jump'.

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  • We don't have a plan extending as far as a year, so I just can't say.

    However, if WebGL becomes widely supported and the Web Apps standard keeps progressing, I'm wondering if we'll need an EXE exporter at all. If C2 games are running with a hardware accelerated WebGL view complete with shaders, using javascript engines that are compiled to machine code and using the new Web Audio API for reliable audio with effects... what need is there for an EXE exporter?

  • We've had users report this three or four times in the past and it was always fixed by updating graphics card drivers.

    It might be worth emailing your PC's support or getting in touch with the video card maker. As far as I can tell, it's because their graphics card is buggy! I don't think there's much we can do about that, it's up to them.

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  • Hmm, seems to be working fine here. I'll review the code at some point.

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Ashley

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