Ashley's Forum Posts

  • I don't understand why you think this is a bug. You set the LOS behavior's line of sight to 50 pixels, and the object is clearly far more than 50 pixels away from any of its targets, so it appears to be working correctly.

  • Closing, this is always a graphics card driver problem. Double-check your driver is up to date directly from nVidia, and if it is, report the bug to them.

  • Yep, looks like a Chrome for Android specific bug - it works on all desktop browsers, including Chrome for Windows, and also on Firefox for Android. Best report it to google (use crbug.com).

  • Fimbul - hmm, maybe - I'll see how easy it is to implement.

  • You're right, collision cells broke this. It used to collide at least with the bounding box of the whole particles object. Should be fixed in the next build.

  • IE plays the .m4a files whereas the other browsers play the .ogg files, so no sound in IE usually means you're either missing the .m4a files, or your server MIME types are incorrect and it is not serving the .m4a files correctly (or at all). More info in the manual.

  • Fimbul - it's very hard to define a specific point at which to switch over, and the switch point could always still make it slower depending on how many objects are involved. It's probably not practical.

    BluePhaze - it's easy to test your theory: turn off the behavior and see if performance improves! Collision cells should never increase the collision checks count, but in some cases it may make each collision check more expensive.

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  • I think the application process itself is free... so then once you've signed the NDA and been approved, you should be able to find out everything for yourself.

  • You might want to pick a 16:9 aspect ratio (e.g. 854x480) so that it fills the whole screen on common desktop and phone displays.

  • Roccinio - of Nintendo, Sony and Microsoft, only Nintendo have given us the opportunity to develop for their console. Of course we would jump at the chance to add a PS4 or XB1 exporter, but so far this does not appear to be possible yet.

    Re: mobile performance - I've said it before, and I'll say it again: we've been through all this already with desktop performance. Nobody complains about desktop performance any more, but back in 2011 when we first launched it was very slow due to software-rendered canvases in all browsers. After a couple of years it improved improved so much and is now so fast that nobody considers it a problem. I think it's obvious the same will happen with mobile. The Nexus 5 already outperforms some of the desktop machines in our office. There might be some problem devices still around today, but it's only a matter of time.

  • tgeorgemihai - as above, we're all under NDAs and discussing the console or dev kits appears to be something Nintendo are highly sensitive about. I'll talk to Nintendo and see if they're happy for us to release any info.

  • BluePhaze - quite possibly... but it still shouldn't be a problem unless you have loads of objects or can measure a reduction in framerate.

    STARTECHSTUDIOS - as my post says, in theory #1 is straightforward: if you want turrets working over unlimited range, just replace them with events to always rotate towards the target.

    Either way, I guess this proves edge cases exist where there's a big performance difference. I'll see if an option can be added to enable/disable collision cells after all.

  • We will get to everything eventually, the only question is the order we do them in. When deciding the order we have to weigh in a lot of factors, and it's not as simple as it might seem. For example I think a big part of the appeal of Wii U support is proving Construct 2 is a professional, console-grade middleware tool. This could do a lot to shift the perception of "it's just a toy" that we see still see and presumably lose sales from. Not to mention that if you want to publish to Wii U it's a pretty big deal! And everyone who uses Construct 2 is after something different, so even when we do add major new features there will be some people who would have preferred something else. Not much we can do about that. Hopefully multiplayer - which is in the works and should be awesome! - is a big feature that everyone will appreciate.

    Don't get hung up on speech recognition, it probably took about an hour in total. Chrome was adding support, and we added a few actions and conditions to expose it to the user media object because it's kind of cool. It's not like we slaved over it for weeks and put off other features because of it.

    The real problem is I think our userbase has grown to the point where as a small team we simply can't keep up with what we get asked for. For a long time now we've been getting new feature requests, suggestions and ideas faster than we can actually implement them, not even including our own internal ideas and plans. This is kind of a nice problem for us to have, but we still need to solve it, and we need to do that by growing the team. We've been looking in to hiring for a while now, but it's difficult and involves many new problems and logistical challenges. I am very keen to expand this year. Until then, we're doing our best and will keep the approximately weekly updates coming.

  • It's the same as with AJAX requests: use the Access-Control-Allow-Origin HTTP header.

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