Ashley's Recent Forum Activity

  • We have not announced any date. It is likely to be a very long way off, it's a huge project and early on in development.

  • Event sheet includes are also run the same way, at the point of the include, as if the included sheet were copied and pasted in to where the include is.

  • Yep.

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  • There already is. I just checked and it seems to be working fine here.

  • Thanks for looking in to this, it looks like we did make a change to the preview server in r202. I've re-opened the report and will investigate.

  • Layers have virtually no performance impact unless you:

    1) add a shader effect

    2) change the opacity from 100%

    3) change the blend mode to something other than "normal"

    4) enable "force own texture"

    All of the above will force the layer to render to an intermediate texture, which has a memory and GPU fillrate overhead. Note parallax has no effect, it does not cause this.

  • C2 should work fine without NW.js. It's not needed for anything other than NW.js support.

    I can't say when the next stable release will be I'm afraid.

  • The runtime is 100% javascript. The editor only uses Javascript for the editor parts of the plugins and behaviors, which is probably <= 5%.

  • Ashley

    [quote:2fet3nbx]If HTML5 will be perfect - literally native-grade - within say 2 years, why bother taking a detour now?

    It's nice that Scirra is earning money on technology that might be reliable after next 2 years, but you should also ask yourself one question: Would you risk to sell C2 made game, i.e. exported to desktop or Crosswalk, knowing that you can't do anything IF your customers will have problems with your game? And that they will i.e. laugh at you and give 1-star reviews hearing excuses like "We can't fix this problem now, please wait a few months for Chromium team..."?

    Imagine we made a native Android exporter, then your game crashes on a bunch of devices due to an obscure bug in the Qualcomm Android graphics driver. (This should not surprise anyone, it happens.) This is exactly the same situation: some third party is screwing up the game and there's not much either us or you as the game developer can do about it. In fact, it's worse, because even if Qualcomm are receptive to bug reports (which I doubt given my past experiences with other vendors), when was the last time you updated the graphics driver on your phone? It effectively never happens. So there is basically no hope of it being fixed, short of waiting for everyone to throw away their old phones and buy newer ones. Then people would probably be on the forum with posts exactly like yours, but just talking about Android compatibility instead of Crosswalk, and instead of "please wait a few months", it's "hopefully next year's devices will work".

    Moving to native doesn't solve the problem of third parties screwing up the game. In comparison, having a company the size of Google handling device compatibility and pushing updates out every 6 weeks is pretty great compared to what happens with drivers, which is what a native engine would be directly interfacing with. Also drivers are not the only third party involved; a native engine would probably need a few third party libraries to cover some features which a browser has built-in (e.g. graphics, audio, networking...) and these libraries could have their own list of issues, and so on.

    No platform is perfect, and I think it's easy to think the grass is greener on the other side. Remember we do have native tech experience with Construct Classic's runtime, and the C2 editor itself. Graphics driver bugs in the C2 editor have been a major ongoing pain with many extremely difficult problems and is still one of the top causes of crashes in C2, and that's on Windows which is more mature and less fragmented than Android.

  • I think it's premature to design 4K games. Some systems shipping with 4K displays today don't have a powerful enough GPU to run a game at full resolution - a single force-own-texture layer could use all the fillrate you have left. I'd stick to designing assets for 1080p. Low-quality fullscreen mode is the easiest way to save fillrate, and adding an in-game option to enable it should allow your 4K gamers with underpowered GPUs to get by.

  • paradine - you're right, it makes more sense to file a bug directly with NW.js. Have you done that?

    The biggest bottleneck of C2 is most assuredly non-native exporters.

    Everything is a tradeoff. Making native exporters does not make everything in to a magical perfect world - it will trade performance characteristics for far slower development time, longer bug fixes, more difficult maintenance, slower rate of new features being added, and even new kinds of bugs (for example, browser engines implement a long list of graphics driver bug workarounds, which we will have to reimplement if writing our own engine). All of this would probably also make the product more expensive. My point is I'm asking is that all really worth it? Is HTML5 performance really that bad? If HTML5 will be perfect - literally native-grade - within say 2 years, why bother taking a detour now? (If that sounds ridiculous, consider that in 2011 when we first launched, no mobile browsers ran HTML5 at all, then for a couple of years they ran it incredibly slowly, now they run it reasonably fast but with the odd frameskip. It's really come on so ridiculously far in the past few years I think it's perfectly reasonable to imagine it being native grade within 2 years.)

  • I don't think Flash will ever go away - there's over a decade's worth of existing content on the web using Flash, such as from all those Flash game arcades all the way through 2000-2010, and some websites still use it. But I think it will definitely encourage adoption of HTML5. Firefox just (temporarily I think) disabled Flash due to the latest security vulnerabilities. I'm glad we don't have a Flash engine, otherwise I can imagine our forums flooded with upset users!

    Shumway is an interesting project - it's an SWF player implemented in HTML5... that could allow browsers to drop the Flash player but keep support for running SWFs!

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Ashley

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