Ashley's Forum Posts

  • It makes no difference - either way you have the same number of images. For the things that are actually important to memory use, see the blog post: remember not to waste your memory

  • Setting up platformer animations with events can be pretty tricky, so the animation triggers are there to make it easier. 8 direction is really simple though, there's really not much to it other than moving or not moving, so it should be easy enough with events.

  • andreyin - same problem, same cause - you have the wrong version of Visual Studio. There's a separate version for Windows Phone 8, you can't open WP8 projects in the version for just Windows 8 apps.

  • You can't use raw WebGL calls, it will conflict with the batching glwrap does. I'm afraid we don't have documentation right now though so the best thing to do is to look at plugins. Sprite has a pretty simple drawGL function to just draw a textured quad.

  • Just hit 'reset dialogs' in Preferences. Without specific steps to reproduce the problem we cannot do anything, so closing this report.

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  • It should work fine on iOS 6. What exactly isn't working? It shouldn't matter much anyway - soon iOS 6 will be gone...

  • Preview over LAN is accelerated, it should be just the same performance wise.

    It sounds like Crosswalk is performing the same as Chrome for Android, which means it's working correctly. If you didn't test your game on mobile from the start that's probably why it's slow, your desktop could be 100x faster than your phone. See also performance tips.

  • If your project is not bottlenecked on collisions it won't have any effect at all. What does the debugger profiler/system performance stats tell you? Is the performance difference the same across all browsers?

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  • In Chrome, if you get the "access denied" when you post usually you can just hit back and post again and it's saved the post and resubmits successfully. But I don't think all other browsers save the post text.

  • Did you try running it in Chrome for Android? Did you test on mobile from the start?

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  • Some other engines don't even support floating-point positioning (i.e. pixel rounding is always on). People seem to get by OK with those tools. I would suspect other non-seaming games are using pixel rounding or point sampling.

  • You might get away with normal letterbox scale with point sampling, but I don't know how all graphics cards would handle that. Depending on what you do you might only need point sampling to solve seams (since it avoids the issue with mid-opacity edges not adding up to 100% opacity) - the integer scale and pixel rounding are just to make sure under all circumstances seams don't appear, and those are pretty good settings for pixel games anyway.

    Yes, games can appear less smooth this way, but it's a tradeoff you have to make. The difference should not be enormous. Remember lots of players aren't that discerning, some people happily play bejewelled at 4 FPS... and I've seen some games starting up in the wrong resolution for my monitor, using the hardware blurry linear filter that makes everything look awful, and they still shipped it with that and presumably it was not the end of the world for them. The only way to get that really silky smooth motion is to be able to scroll between pixels. If you scroll between pixels with linear sampling, you open a whole can of worms with the edge opacity issue, which is also a normal result in computer graphics and not a specific Construct 2 issue. It's a decision you have to make as a games designer. You can't always have it all.