Statistics: Posted by yi en — 7 January 2021, 07:20
Statistics: Posted by Eric Gurt — 7 January 2021, 02:06
I still feel like that was more of a market share decision rather than anything else. Maybe also due to Adobe staff putting a newly released iPhone into a mixer during some public event (that is when Steve Jobs released a message about Flash being outdated with sometimes questionable reasons). I also remember Adobe Flash CS6 crashing on iMac in quite random ways but not sure if it was always like that. Photoshop never crashed like that, also both Flash CS6 and Photoshop CS6 didn't crash at all on PC (at least not to the point where application couldn't start). And now, Adobe still apparently has Flash Player updates that will apparently will only work in China (it says so here https://helpx.adobe.com/flash-player/re ... otes.html# ). I could probably care less but project of Plazma Burst 2 scale doesn't export to HTML5 (same empty error message even in trial Adobe Animate CC, which crashes on PC as well during simple actions), and I have doubts any SWF-to-HTML5 converter will ever work with proper performance - most of them just crash (out-of-memory errors in case of PB2) or show 2 frames per second and high amount of input delay (PB:FttP).
Statistics: Posted by phsc — 6 January 2021, 09:48
Statistics: Posted by Eric Gurt — 4 January 2021, 18:28
Statistics: Posted by Nyove — 4 January 2021, 17:23
Statistics: Posted by yi en — 29 December 2020, 10:07
Eric Gurt wrote:
Game usually will try to predict whenever damage dealt to enemy players is enough to count as elimination. But in cases when significant network delay exists - this kind of prediction can end up being false and game will try to return enemy player to alive state.
Game usually will try to predict whenever damage dealt to enemy players is enough to count as elimination.
But in cases when significant network delay exists - this kind of prediction can end up being false and game will try to return enemy player to alive state.
Eric Gurt wrote:
Plazma Burst 2 isn't designed to lag compensate higher network delays and is built on top of TCP protocol (Flash Player limitation) which means way too low update rate as well (as for action-packed game like Plazma Burst 2. TCP protocol does not allow data to be sent again until reply with confirmation was received from server) in cases of players with high ping.
Statistics: Posted by Nyove — 28 December 2020, 16:42
Statistics: Posted by mokaal — 28 December 2020, 15:20
Statistics: Posted by Nyove — 26 December 2020, 08:38
Statistics: Posted by Nyove — 25 December 2020, 10:13
Statistics: Posted by jeje52 — 9 December 2020, 15:24
Statistics: Posted by Phant0mB0nnie — 9 December 2020, 13:12
Statistics: Posted by nightmar — 9 December 2020, 02:05
Statistics: Posted by Phant0mB0nnie — 7 December 2020, 19:55
Statistics: Posted by phsc — 7 December 2020, 15:59