Ashley's Recent Forum Activity

  • What makes me so angry with this performance issue is the powerful of your AWESOME software, and you know that for sure, you made an amazing powerful software that can allow anyone to make any 2d game without limitations, so why you insist to destroy it ?!

    We are not destroying it. All modern software development relies on software and libraries developed by third parties. We could go native and, say, every device which didn't run WebGL instead just crashed (some of them bricking the phone and requiring battery removal/reinsertion), which is one of the types of problems that native software faces since there is nothing shielding you from the very worst of the graphics driver issues. Then you could equally claim we are trying to destroy our native exporter or something. Really there are various third parties involved who need to do their bit to make it a good platform, and they may not be doing such a great job. The same goes for any platform or technology or framework that you may think we should use.

    [quote:m8s60mrm]I found that Crosswalk will never be a right solution for games

    I think it is short-sighted to say "never". It's under active development with regular releases and is always improving. It's moving a lot faster than many of the native platforms - just look at how long it takes Android updates to go out. And when was the last time you updated the drivers on your phone?

    [quote:m8s60mrm]Skia fix gives me a good results and i don't know when it'll be available to build with

    Hopefully the next version or two - this is a very good indication the problem is already fixed and we just need to wait for it to work its way down the release channels!

    [quote:m8s60mrm]it just needs native exporter

    You say "just", but you are talking about a collossal software engineering project that will have ongoing feature, compatibility and maintenance implications, some of which may be so severe as to negate any performance benefit. (As in, what use is a super fast engine if it doesn't have the features your game needs to run?)

    Some sort of CocoonJS exporter would be fine

    We already support Ludei's Cordova-compatible platforms, and if Canvas+ happens to work for your game, you can already go ahead and publish with it. So don't we already have that? You can choose whichever export option works best for you.

  • Is the long preview time specific to NW.js? If it's a lot quicker in the Chrome browser then perhaps there is something specific to the NW.js preview mode that needs speeding up. If Chrome is the same speed then I guess we need general improvements, but these might need architectural changes to implement, which would mean leaving it till C3.

    I'm also not quite clear where it is taking a long time. There are two phases to previewing a project:

    1) generating the preview - the C2 editor indicates what it's doing in the status bar, and if it takes a long time, a progress bar appears in the C2 editor window

    2) loading the preview in the browser - currently running a new preview reloads the page so everything is thrown away and then the game is "downloaded" (copied or decoded directly from RAM or local files) in to the browser in preview mode. If this takes a long time then it shows a progress bar in the browser (or NW.js window).

    If you can indicate which area is taking up the time then I could consider what kind of improvements need to be made.

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  • All the powerful features of C2 + small APK size + stability + amazing performance = the best solution ever.

    and it's not impossible! it can be done!

    That should be how Cordova works on Android 5.0+. The only problem is the Android market share, which is only a matter of time.

    I think it's naive if you expect a native engine to not have any bugs either - we have a lot of native experience from working with Construct Classic, and it is just as fraught with difficult problems. All platforms have bugs, and browsers aren't special in that regard.

    Also I have seen Crosswalk games running at a perfectly smooth 60 FPS - I suspect the current Crosswalk bug is specific to certain devices or hardware configurations. If you have a problem on one device, you can't assume that all devices are equally affected.

  • Browsers don't provide options for this, so you just get whatever kind of antialiasing the browser uses by default when rendering to a canvas.

  • Sorry, there's not much we can do about this: when you change the size of the object the engine has to destroy the physics body and create a new one in its place at the new size, and since the impulse was applied to the old object it gets lost. You don't need the physics behavior for the specific example in the .capx, but if you really do, try to use an object which stays the same size (or at least changes in single step jumps), and then have an object on top of it that gradually changes, so it has the same appearance.

  • This comes up regularly. I think even though it makes sense from the perspective of the engine, everyone actually expects that 'On destroyed' should not fire when changing layout, which also solves the problem of what to do when creating objects when ending a layout. So the next beta experimentally does not trigger "On destroyed" when changing layout. We'll see how it goes!

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  • Thanks, fixed for the next beta.

  • The original .capx is now a 404 so closing as I cannot investigate it. However note that picking families does not also pick container instances (which is what I think newt was saying) for architectural and performance reasons. You can work around this by adding a condition to pick an instance with the same IID.

  • I can only reproduce on the current Chrome stable (43), but not Canary (45). Still I found a workaround so it should be fixed in the next build.

  • It seems to be working correctly, just that the player's position is one tick behind the platform. Is that the only issue you're seeing here?

  • You could still make it easier to deal with this type of bug report: it unnecessarily refers to paths that don't exist on my computer. This means I can't just open the .capx and press run to see the issue - I am forced to make changes, and that increases the chance I do something differently to you and don't reproduce the issue. I could not reproduce the problem with the file deleting, it deleted just fine after I made the changes for anything useful to happen. The audio-keeps-playing issue actually reproduces with a project file in Chrome so you didn't need NW.js, hard-coded paths or file deletion. Please take this seriously as I deal with a very large number of bug reports and it can really slow things down if bug reports take extra work to deal with. Anyway, the issue should be fixed for the next build.

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Ashley

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