Ashley's Recent Forum Activity

  • Hey Nifflas. If you install C2 and browse in to the exporters\html5 directory, all the javascript sources for the runtime, plugins and behaviors are all there. You can also write new plugins and behaviors entirely in javascript (just documented today). I'm planning on BSD-licensing the runtime end of things, it's stupid to try and protect it anyway.

    As for the editor, the problem is I don't know how we could open source it and still sell it. It used to be open source, but we closed it down when we decided to license the editor. Another side of the problem is with Construct Classic, we've had some problems with certain people copying the source, changing all the parts which refer to us or Scirra to say their own name, then selling it for a few bucks. A teeny bit frustrating when you've worked on it for years. We're too small to reliably shut these people down, we can't hire armies of lawyers.

    Also, the editor is pretty complicated anyway. You'd need fluency in C++ and significant knowledge of how the editor works to not cause bugs like saving unopenable projects. All projects are saved in XML files now anyway, so I guess anything the editor lets you down on might be able to be circumvented with a bit of XML hackery. We're also happy to take suggestions! Especially right now we're still working out some core features, so now's the best time for us to make any "big idea" changes.

  • Updated the original link - the docs now include the runtime side. This should cover just about everything for now! When the site has a manual section I'll port all the content over so it's a bit more readable. All the content is there right now though.

  • Firefox has its own vendor-specific, non-standard audio API. Chrome recently introduced the standardised Web Audio API which means excellent audio support. Firefox will follow on soon I think - and as usual, Internet Explorer is trailing behind. I'm not sure they'll even implement it.

  • Great! It's fun to see the browser wars in full swing again. Competition makes better browsers for everyone.

    Firefox 6 has WebSockets support as well - a very interesting one for possibly developing multiplayer games...

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  • Done, didn't take long. You can see the public source code commit for it here.

    This is only on the source code repository - no actual code functionally has changed so I don't see that there is any need for a new build. We've never wanted to cause problems or charge royalties for anyone making commercial games in Classic. Hopefully this BSD licensing gives everyone further confidence that's what we intend.

  • We've kept the editor GPL because while theoretically it allows people to sell our work, practically it prevents it (because you must credit the original authors, and include the source code of any modifications). We've found scammers selling the Classic editor, and there's nothing more infuriating.

    You're right there's no reason for the runtime to be GPL - I don't see any reason we can't re-license it to BSD. I'll try get this done today.

  • If you've coded something and don't mind how it's used, I'd recommend a BSD license. Basically anyone can do anything with it, except claim credit for it. Also, if you modify a plugin "in whole", I don't think you can claim any credit for it - that's like writing a new plugin from scratch.

    Watch out for r51, I'm afraid it introduces breaking changes for plugins and behaviors so read the changelog carefully when it's out!

  • Genuinely no idea. It depends how things go with HTML5, the editor, WebGL and other big projects that need to come first. Probably at least a year away?

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  • What about my question of WebGL games running in exe files? >_>

    Oops, I'm trying to read too quickly again. WebGL could run in an exe file, but it would be better if we made a proper OpenGL exe runtime. We plan to, but we've got a lot to do first.

    On a sh*tty computer where neither game plays 100% ideal, would they perform about the same or would the game using Construct 2 play either significantly or a bit worse?

    It's a bit complicated: if the performance is bottlenecked by rendering (it can't keep up with drawing), they'll run the same, since they're doing the same thing on the graphics card. If it's bottlenecked by logic (the CPU stuff), then it could run half as fast in C2. However, in my experience, 2D games tend to have fairly simple logic, and spend far longer on rendering. So I would say it's likely that 2D games will run the same in both WebGL and as an EXE.

  • You must've missed this sticky!

  • Do you think Steam would consider selling WebGL games and would WebGL games be able to launch like a normal exe files?

    I've no idea - best to ask someone at Steam.

    ow much more is OpenGL limited in performance than WebGL when it comes to efficiency?

    Modern browsers compile Javascript to machine code, and both OpenGL and WebGL run on the graphics card so are equally fast there. So the graphical rendering shouldn't be any slower, but the game logic might be a bit slower. However, in a couple of years it will likely be in the region where it's about 2x slower than C++ - for most games, that's fast enough. Remember you only need to hit 60fps to get a perfectly smooth running game - any framerates above that are wasted CPU. So if your DirectX game can run at 120fps uncapped, it's likely it will be able to run just fine in WebGL in future.

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Ashley

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