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gles.js - a lightweight WebGL renderer for Android

Discussion and feedback on Construct 2

Post » Wed Apr 01, 2015 6:38 pm

@ashley

1) I did not pay to be your guinea pig or beta tester, I paid for a product to do my own work with. If people have time to help you out, that is fantastic. I do not. Not even remotely. This is your project, not mine. You are making money off of it, I am making money off of mine. If yours does not work and I have paid for it. That is your problem, not mine.

2) As I've said countless times before, I can not send you my working file. It is no different than you sending me the code to C2 to look at. Although I have successfully recreated the issues in small capx files in some occasions, in others I can not. It really is just because the game are big. And I have seen the same issues happen the same way in CC and they do in C2. It's not me, it's you.

3) Either play one of the big games that people have made or make your own. Stop passing the buck to us. If you want this to be a professional product, act like you want it to be. Your guidelines don't work for everything I'm afraid. You need to realize this.
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Post » Wed Apr 01, 2015 8:00 pm

Giving bug reports and error profiling you have with every other software out there too, this is a normal process in software development. I think they give you your 100 bucks back, if you really have no use for C2.
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Post » Wed Apr 01, 2015 8:04 pm

Ashley wrote:We have worked really hard to optimise our engine, to the extent I'm convinced there aren't any easy optimisations left to make. Render cells was getting to the point of very complicated implementation with benefits only in specific circumstances. I think most complaints are just to do with Chromium's frame scheduling/v-sync, which is actively a work-in-progress as the Chromium GPU team are upgrading a bunch of stuff. But as ever if you find anything particularly slow, send me a .capx and I'll profile it. I really rarely get sent .capx examples of slow things, and last time I got sent one I managed to profile it and make improvements to the engine, but people mostly talk about it which isn't helpful, I need to be sent real-world examples! Also as ever if an update breaks anything or you have any other bug reports please file them following all the guidelines, otherwise there's not much we can do.



Can I send you my game's .capx so you can figure out why an object which has been set up at one image point is being spawned in different non-existent image points when using keyboard and gamepad. I.e. Object spawns at X instead of A when using keyboard, object spawns at A when using gamepad.

Also the audio doesn't work in preview sometimes, it's kind of a gamble to be honest.

(This is using r200, just updated to r201 but haven't tested it.)
The moderators are corrupt and ban for no reason, especially that condescending neckbeard asshole Kyatric. The forums are filled with fanboys.
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Post » Wed Apr 01, 2015 8:25 pm

Its really hard not to make fun of all this with some "doctor patient joke" analogy, but I can be really straight faced when I say demanding a native exporter is not going to help you.

If you have some alternative solution to "don't have the manpower to do a native exporter, that may or may not provide some stability, which coincidentally will take probably the same amount of time to develop as it will for the current instabilities to be resolved separately" then please share them with us.
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Post » Wed Apr 01, 2015 8:50 pm

@damainman - bugs are an inevitable result of the imperfect nature of software development using any set of technologies. I want to help you, but if you complain about a bug but provide nothing for us to investigate, what do you reasonably expect us to do about it? I can imagine going to all the effort of making a big game, and not encountering your specific problem. In fact that happens regularly even with small bugs, because they depend on factors which the submitter didn't originally realise, like the presence of a separate feature or something about their environment. This is why our guidelines exist - to ensure we can actually help. Even submitting a sporadic issue with one of your smaller .capx's with hints on what to try would be something, but right now I think I've got nothing.
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Post » Wed Apr 01, 2015 8:55 pm

@Chupup Games - I have a business licence... For a company. Not a personal one. Last time I checked the total was over $500 for it. I didn't pay to be a beta tester, but that's what has happened. Likewise because of this, my customers become my beta testers for the faults of the software I used. Luckily my game is $5 and not $500... And actually because of this, I am *forced* to stop using C2 to create commercial games because - not fault of my own, the engine has serious issues. Trying to explain to a customer that I didn't code my 2d retro game in assembly or c++ and chose to use an engine that causes it to run like Crysis on an under spec machine is hard to do. They don't get it. HTML5 is still a ways off to becoming something reliable. And that's just the way it is.

@newt - I'm personally not asking for a native exporter. The exporter is what always gets blamed for the frame rate issues it seems from both sides. But you are exactly right about the doctor patient thing, it's not far off of what I'm trying to say with bad relationship thing either. I love it and it screws me over. The Doctor can prescribe pills to ease the symptoms but sometimes never cure the sickness.
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Post » Wed Apr 01, 2015 9:14 pm

@damainman: You are right in many points and i can understand you, but you must also see that it is like this: You never ever will find any engine or framework or even 3d graphic software without bugs or issues and the need of workarounds, and every company asks their customers to report bugs, send in error reports or files to track down bugs. That's how it is when you use software.

And, not addressed at you, but sometimes i wonder if nobody is researching first about the underlying technic of an engine, before he is buying it or starting a big project. C2 is a Html5 engine and never lied about it, and everybody could know before about the possibilities today of Html5...
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Post » Wed Apr 01, 2015 9:23 pm

@Ashley Like I said before. Not all issues can be recreated with a smaller capx. I can't make a capx of someone else having the game crash on them. Or for the fact that I mentioned in a previous post that all C2 dev'd games and prototypes I give to this person crash randomly for them while they have no problems running anything else. Stuttering frame rates on computers faster than mine? I can't make a capX of these issues for you - in a big game that has issues that randomly happen, how do I even know what part of the engine is messing up? How do I make a capX - I'd basically be recreating the whole game until I figured out what was going wrong.

All of the issues we've had with C2 aside of not being able to update the version of C2 we are using for Insanity's Blade, I have developed work arounds for - or simply found alternate ways to do the thing that should work the way I'm already doing it. One thing I've always liked about C2 (and well programming in general) is the fact that I can always find multiple ways to get the same end result.

But for us, it's simply the instability and unpredictability of the end result. Which again, we have no control over. No matter how complex or simple of a creation I make with this software, the end result will always be the same - unpredictable. And you can't simply blame the state of say Node Webkit for it's faults either as it was your choice to use it as an exporter.

And I also know you have no control over HTML5. And it would seem that the people who develop have no control either ;) And the updates they make must have some toll on how C2 runs.

Anyhow, I'm not here to argue. I only want this thing to get better. And to me, the announcement of C3 when C2 feels unfinished has made me worry.
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Post » Wed Apr 01, 2015 9:35 pm

@Chupup Games Error reports are generated by the software... you don't send gb's of copyright game data to the Unity or Unreal when something goes wrong. When Adobe Suite crashes, it generates an error report. You don't send your company's Magazine layout to them with working files of other people copyrighted ads etc...

So this is my issue - I can't send my company's copyrighted files, they don't just belong to me. The working files belong to my company and that's that. If I just said "LOL, hey Unity/Unreal devs! I have a bug. I'm doing this unannounced game for EA/Activision and here are all the working files LOL!! XD XD XD!!! shhhh dont show anyone..." etc etc. I would be fired and probably face a lawsuit. And that's just how it is. If when I worked at a magazine company a few years back and sent the working files for Maxim to Adobe because it was crashing... holy shit I don't even want to think about the crap I would have caught. E

rror reports are generated by the software. And that's how the end user helps. If C2 was spitting out error reports every time something went wrong by god you better believe I'd send them in the second I got them.
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Post » Wed Apr 01, 2015 10:32 pm

i think ashley should replace all jquery code wherever found (behavs / plugs)

with this superb library http://vanilla-js.com/ just look at all the performance gains!

(p.s. just for comparison jquery document call (Which i saw in a couple of behavs) with jquery is around 300k ops, while default pure javascript over 12 mils. - why would you even use jquery except for the easieness of writing code?)
Sea Monsters template - Isometric
Also includes 40 pages PDF of optimizations and "how-to" for your games, and how the "sea monsters" template was built. Follow link for details :)

sea-monsters-templates-and-assets_t162705
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