Ashley's Forum Posts

  • There aren't any such features right now, but we'll be improving it over the next few releases and will try to cover this.

  • 1) I'm not sure how custom collision masks per-tile would fit in to the editor. How workable would it be just to place sprites on top and use them for collisions as well? It seems to be a good middle ground.

    2) It's far more efficient like that - it's more like using a series of tiled backgrounds in the most optimal way possible. I'll cover how this works in a technical blog soon.

    3) Only if it's essential - is it really badly needed?

    4-5) The current tilemap editor is very much a first iteration. We'll be improving it over time.

    inkBot:

    You can't move the tilemap if you have any tool other than the select tool chosen. You can also stamp sets of tiles by selecting a larger area of tiles with the pencil tool.

    With regards to advanced features, for now we're taking a similar stance as the image editor: we get tonnes of feature requests, and we're a small team, so we want to get everything covered as well as possible. That means not getting stuck down rabbit holes making the image editor as good as Photoshop when Photoshop already exists, and I think the same thing with the tilemap editor with regards to Tiled. It's a lot of work to reinvent the wheel when the importer seems to work just fine, and the built-in editor serves well for tweaks or small-scale design.

  • Closing, we need steps to reproduce the problem otherwise there is nothing we can do. Also have you tried updating your graphics drivers and tried again with r149?

  • Do you mean r129 or r149?

    Not much we can do about it either way, it's a false positive. I've got AVG installed on my dev machine and it didn't seem to complain, though.

  • If you want to do something like a moving platform, just throw in a Sprite on top of the tilemap. I doubt we'd ever code tilemaps to do everything sprites can when you can have the dynamic parts as separate objects.

  • You need to talk to your host. Setting up MIME types depends on the server or host setup.

  • Your original post lists lots of features, and Construct 2 has all of them, as far as I can tell, apart from the fact the editor runs on Mac/Linux (and the fact it's free - although Construct 2 also has a free edition).

    Is it just those two things - a Linux editor and the fact it's free? Anyway, I'd be interested to hear how you get on with it.

  • 'Is in touch' is not a user input event (from the browser's point of view). You need to request fullscreen in the 'On any touch start' trigger, otherwise the browser will ignore the request.

  • You should test on mobile from the very start. Then you would have a rough idea at what point things got slow, which would imply whatever you added recently has a performance impact.

  • Predictably, it's the server MIME type configuration. See: secured.com/~f3068/ninja/media/ching.m4a

    According to web-sniffer.net, your server is sending .m4a files with the MIME type text/plain. This is the wrong type (it should be audio/mp4) and so browsers which play the .m4a files like IE and Safari won't load the audio files.

    This is described in the manual: https://www.scirra.com/manual/84/sounds-music

  • Construct 2's audio should work well on most platforms. Are there any specific problems you are having? Our engine already incorporates better workarounds than described in this post such as support for the Web Audio API where available. There should be no need for techniques like sound sprites any more.

  • Usually it needs 10-20sec to "warm up" (it'll be compiling the javascript dynamically), then it's a lot smoother. How long are you giving it?

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  • Share a .capx so we can see what you've done. If you think there's a bug, post it in the Bugs forum following all the guidelines.

  • We have no plans to add 3D features at this time. We don't even have any plans to make a "Construct 3" at this time. Our intention is to keep issuing free updates for Construct 2 for the foreseeable future.

    From what we've seen, Unity's 2D support is still nothing at all like Construct 2, and it is still a radically different tool. So I do not think there is any great need to change what we are doing in light of that.

  • We haven't made any changes in Construct 2's engine that would have a big effect. I think you should ask Ludei about this.