Wrapper Expirement

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Post » Tue Mar 17, 2015 2:03 am

This time next year we will all be using ROJOwrapper :) It's all beyond me but I look forward to seeing how far you get with it.
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Post » Tue Mar 17, 2015 2:06 am

I just had a chance to test the example you posted and I am quite impressed so far. Good luck with the progress! :)
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Tue Mar 17, 2015 9:14 pm

Here's an update demoing the ghost shooter tutorial, just without any text:
https://dl.dropboxusercontent.com/u/542 ... ithpy2.zip

This is what is tested as working:
* Blend modes
* Transparency
* "Force own texture" and some of the Canvas and Paster objects
*Sprites, Particles, Tiledbg and SpriteFonts
* Mouse and keyboard input

This is what is disabled, but won't prevent the game from loading:
* The text object. It's actually partially implemented but was crashing so it's disabled.

This is what is known to make a game not load:
* The built-in physics behavior. It needs asm.js which isn't implemented.
* Not all png images will load, they need to be at least 8-bit. :/
* Any form controls.
* Sound. It will probably not load if there are any sounds in the project.
* AJAX only has enough implemented to load data.js, the object probably isn't usable.
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Post » Wed Mar 18, 2015 5:15 am

Pretty crash-y for me, but it runs well while it runs, and it's awesome to see a real game going in there. I ought to dig out my old netbook and see what happens if I run it on there; rojo-wrapper supports windows XP right? :mrgreen:

EDIT: have you tried anything crazy on it yet, like thousands of sprites, or a bunch of physics objects?

EDIT EDIT: I couldn't get this to run, but maybe you can: https://www.dropbox.com/s/8blp1b2nrnnvt ... .capx?dl=0
Don't lose your work. Backup your game with Dropbox.
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Post » Wed Mar 18, 2015 9:52 am

The crashiness seems to be related to the Python wrapper for the graphics library from what I can tell, or I may have created an issue somewhere since it's been crashing a bit more for me lately.

It might work on xp, if it doesn't I probably just need to tweak how the exe was made a little.

I've tried capx with lots of objects and it seems to drop framerate. When the count is low it performs better than the browser, but with a lot the browser seems to hold out longer. Probably it's something I can improve. The bottleneck is going to be with renderer not js execution speed since it uses the same engine as chrome.

Ghost shooter was just a convienient example. It can handle much more elaborate projects than that. I'll look into getting yours working tomorrow.
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Post » Wed Mar 18, 2015 9:37 pm

@TiAm
Did some tweaks to get that capx working. This can draw a third as many sprites as NW.js can and have the same performance on my pc.

https://dl.dropboxusercontent.com/u/542 ... 3bench.zip
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Post » Thu Mar 19, 2015 2:35 am

On this latest test I could get around 400 sprites on screen at a solid 60fps. 850@ 40fps,1000@ 20fps. Then drops off sharply after that.
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Sat Mar 21, 2015 7:14 am

@R0J0hound

On my system I see a much bigger discrepancy. In any case,it's definitely CPU bound, as my cpu is what maxes out:

rojoWrapper: ~1,000 object @30fps

node 10.5 (keep on keeping on): ~25,000 objects @30fps
Last edited by TiAm on Wed Mar 25, 2015 6:32 pm, edited 1 time in total.
Don't lose your work. Backup your game with Dropbox.
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Post » Sat Mar 21, 2015 12:36 pm

Very interesting, cool stuff. Performance is my main gripe with Construct 2, too.
Visual Novel 'Engine' in 100 Events
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Post » Sat Mar 21, 2015 5:47 pm

You should make your own version of Construct 2 using python, the beauty of python if I remember correctly is that there's only one correct way to write the code, so it would be perfect for use in something like an Event system.
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