Ashley's Recent Forum Activity

  • A more general way to look at it would be:

    Set X to Function.Call("func", Y)

    This would be run in the following order:

    1. Call "func" with parameter 0 being Y

    2. Run events for "func", which set a return value

    3. Set X to the return value

    The function has no idea what happens to its return value. It's used by whatever called the function.

    So in my original example, both X and Y are the "experience" variable. If you wanted the return value to go somewhere else, you'd use a different action and cut and paste the Function.Call(...) expression in to one of its parameters.

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  • I'm not sure exactly what you need, or why there needs to be a new feature to do it. I don't see why you can't just have an event like:

    Ship: set instance variable "experience" to Function.call("calculateExperience", Ship.experience)

    So you retrieve the experience, call a function, return a value and assign the returned value back to the instance variable all in one action.

  • Moved to Website Issues, FAO Tom

  • This is a typical problem caused by having the wrong MIME types set. Double-check them. Also check the browser error console for information about precisely what is going wrong.

  • You should definitely import files as project files and request them via AJAX. Pasting large amounts of data in to expressions has significant pitfalls and also requires extensive escaping of the data to stop the double-quotes ending the string, which is a really tedious problem to fix.

  • I always ask to see CPU-bottlenecked .capx projects. Usually either nobody sends me any, they send such appallingly inefficiently designed games it is obviously just bad design, or they are actually GPU-bottlenecked. Please do send any good examples of CPU-bottlenecked games, so I can investigate if our engine needs optimising. I rarely see such examples though, which is why I have concluded most games are not CPU-bottlenecked.

    TheRealDannyyy - if a game runs at 15 or 30 FPS that could easily be due to GPU bottlenecking, or using software rendering due to poor quality drivers (in which case native engines would be susceptible to crashing, failing to work at all). Neither of those cases is much better by moving to a native engine. Anyway, if Canvas+ works better, that's not a native engine either, it just highlights that perhaps there is some issue with Cordova/XDK, and they can be improved, I don't see why this requires a native engine to solve.

  • paradine - as I keep saying, many games we see are GPU bottlenecked, so would not run faster in a native engine.

  • I think you're confused what each option is for. The Windows 10 export makes a Windows 10 Universal app, which is a whole new architecture for apps and works differently. If you want an EXE file, you still need to use NW.js.

  • Oh, I just saw TinyPNG is lossy, so it will degrade the image quality to improve the compression. C2 is cautious and defaults to lossless compression, and only uses lossy if you tell it to (e.g. set PNG-8 in the image quality dialog), so it doesn't default to trashing your artwork. Still I guess extra options for lossy compression might come in useful.

  • All the Windows Store export options are under the "Windows Store" export option. There's a new item in the list in the next dialog in r209 for Windows 10 export.

  • "native" is getting harder to define, anyway. Would WebAssembly count?

  • Construct 2 has pretty good built-in export-time optimisations already. Remember there's no point using tools like this before export, since C2 will encode the PNG itself anyway during export.

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Ashley

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