Ashley's Forum Posts

  • If your game is bottlenecked on GPU rendering then Unity3D or any other native engine wouldn't be faster and you're only facing the limitations of mobile hardware in general as opposed to a Construct 2 limitation. Native developers struggle with this too and often use pretty crazy tricks to get things working. We discussed this type of thing in this blog: https://www.scirra.com/blog/112/remember-not-to-waste-your-memory

    Construct 2 makes it especially easy to overload limited mobile GPUs, since it makes it very easy to use loads of artwork and layers.

    If it's bottlenecked on CPU then we might be able to optimise our engine to be faster. If you send us the .capx of your game we can do some profiling work and see if any parts of the engine could be sped up.

    Either way if the latest phones run it just fine at 60 FPS then that bodes well for the future - in a couple of years when that's the new low end, problem solved!

  • This thread is a few months old now - since it was posted we made some fixes our end which seems to have helped, and I'm pretty sure it only affects a small number of users, since lots of people use it on Steam but we don't get many reports of these types of issue. If there's still trouble though then it sounds likely it's Steam that's causing them. The Steam version of Construct 2 is almost totally identical to the one we publish on our site. The biggest difference is just that it checks with Steam if it's been purchased or not as opposed to using our own licensing system, which is a relatively small and simple change and it's hard to imagine that causing a variety of weird issues like you describe. On top of that everyone always reports the version from our site works OK (which is weird since it's almost identical) and SecondDimension's report seems to correlate problems with Steam activity, which seems to be further evidence towards Steam causing the problems.

    I'll follow up again with Valve and see if anything can be done. If you really have trouble then I'm afraid the best course in the short term would be to get a refund from Valve (we can't do this for you - Valve handle all payments and accounts on Steam) and purchase again directly from us.

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  • kmsravindra - yes, it's a good way to run embedded games fullscreen! However I'd make sure you only provide it as an option (e.g. a fullscreen button in the game), it could be annoying if every click/touch tries to force it fullscreen.

  • mbe tumira Eisenhans

    I decided you're probably right - people have commercial contracts for this type of thing and it's not great to have any issues with a major platform in a stable release. r158.2 is out now and should fix it.

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  • iOS has buggy iframe support. Try adding these attributes to the iframe tag:

    scrolling="no" noresize="noresize"

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  • missbeauty - please ensure all your posts to the forum are useful and pertinent. You've bumped a few old threads now without significant contributions. Note that is a tactic used by spammers as well, so if you continue that kind of posting you risk being mistaken for a spammer and banned.

  • Looking at the changelog for r158 I cannot imagine how any of those items could cause a significant performance difference. As always it is essential to test in every browser, if you're only seeing a difference in Chrome it's likely to be caused by Chrome and not Construct 2. Chrome 32 was just released this week around the same time as r158.

  • Closing, please follow the guidelines

  • Use the Browser object's 'Close' action, same as you use for all other platforms. Crosswalk tends to crash when using that action at the moment, but Intel are aware and should have a fix out some time.

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  • I don't know I'm afraid - best if someone tries and sees what happens.