Ashley's Recent Forum Activity

  • I wouldn't use this for Javascript code, that is always better in a custom plugin. What else would you use this for? Feature requests should have a comprehensive set of use cases to justify the possibly large amount of work that the feature would need.

  • A completely blank project does not show anything at all in the tilemap bar, so repro steps are warranted. If I just open the Tilemap example, select the Tilemap object, and switch to the Tilemap Bar, it definitely shows the hovered tile (black and white outline) and the selection (blue), so I can't reproduce.

  • Please see the bug report requirements, we don't want your full project.

    r211 just came out anyway, does it fix the problem?

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  • Commercial multiplayer games deploy servers around the world so players are never too far away from a server, which improves the reliability of connections. You can do the same by running your own signalling server in the same country/region as your players.

    Also I can tell you I've played some major commercial titles that had horrible connectivity over the Internet and would regularly kick me off

  • Prominent - it's an option, but it could actually work out slower in some cases. Right now if you zoom in a long way then scroll around, it's just moving around a large texture as if it were a sprite, which is fast. If it cropped the texture area to the size of the screen, then scrolling around will need to keep updating the texture, and texture updates are slow (especially every frame, hence the poor performance when zoomed in a long way in the example in this thread). So really it's just another tradeoff between memory use and performance, and isn't necessarily always better. Also given that it would probably be very tricky to implement that correctly (especially when layer scaling and rotation gets involved!) I'm not sure it's worth the trouble.

  • The final Visual Studio 2015 RTM version made a few changes to the Windows 10 project format. I've updated the next build to use the latest format, so that should fix it.

  • Huh, interesting - C2 tries to avoid redundantly updating the video image based on the browser's reported decoded frame count, but it seems Chrome now updates the decoded frame count in chunks instead of in real-time, making the video update very choppily. I've removed the usage of the decoded frame count and it fixes it, so should be working in the next build.

  • If the game is in an iframe, I think this bug is already fixed for the next build. Also please ensure all your reports meet the bug report requirements: since you did not provide a .capx, our standard procedure is to close without investigation.

  • Just hold shift to keep the aspect ratio when resizing.

  • It might just be a bug, since the shared runtime is a relatively new feature. As far as I'm aware Intel fully intend to support both options, not force everyone to change. Either way it would be better to get in touch with Intel directly about this.

  • I'd contact Ludei for help - unless you're using a real browser engine, most CocoonJS problems derive from the fact it is not a real browser engine, which is why we don't recommend you use it. (The WebView-based platforms are based on real browsers, though.)

  • No, WebRTC is not extremely buggy, nor is our signalling server unreliable. multiplayer.scirra.com runs on a dedicated server with a 1 gigabit direct connection to the Internet (there is no NAT).

    The problem is the Internet itself is sometimes unreliable. The quality of a connection between two random devices on the Internet is highly variable. If you cannot get a reliable connection to the US-based signalling server, running your own server closer to you is one possible solution, but that's not because WebRTC or our server sucks, it's because sending data over thousands and thousands of miles across the planet's surface is not a perfectly reliable process.

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Ashley

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