Ashley's Forum Posts

  • The standalone version and Steam version are almost identical. The only major change is instead of reading a license file it simply asks Steam whether it's been purchased or not. This code is trivial. It's hard to imagine it's our code going wrong, which means it's probably something Valve need to fix. In that case I think it's best if users go directly to Valve with their bug reports - there's not much we can do except be a middle layer that gets in the way.

  • Node-webkit is big because it contains the entire Chromium browser engine. I don't think the size is particularly important because of the prevalence of broadband, especially given platforms like Steam regularly deliver games in the gigabytes. Even if you think it's a problem, why not let the user use their existing browser, and publish is as a HTML5 website?

  • Closing as not a bug. If you create a single object in a container, all objects are created at the same X and Y. You need to offset them before creating the joints.

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  • You should probably post a bug report for this following all the guidelines.

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  • Right now we are pretty much as equaly frustrated with Ludei and CocoonJS as you guys are. It's not any easier even for us to get through to them, and there are some basic problems like memory management that have gone unaddressed for months. We're actively looking in to alternatives. However I must say it is actually nearly there. It's not terrible, and if they fixed memory management, the issues with audio, and a handful of other noticable bugs, then they'd have a solid platform. The problem is they seem to be struggling to achieve this and we're all getting impatient waiting.

    We are strongly opposed to developing our own engine (i.e. not a real browser engine). We think the basic approach is wrong: there are so many browser features we use that it becomes a fool's errand to try to implement everything. How many of these non-browser HTML5 engines do you know that support the Web Audio API, WebRTC, form controls, XML parsing and more? We'd rather invest in some solution using a real browser engine. And hopefully something based on this approach will turn up soon, since we know a couple of big players are working on projects in this area. If nothing turns up soon, we'll look in to it ourselves.

  • I'm afraid I don't know about a file size limit on Tizen. However it definitely does support Ogg Vorbis, and the Tizen exporter will automatically remove any .m4a files since it knows it can play the .ogg.

  • The app cache already does this. See http://www.scirra.com/tutorials/70/offline-games-in-construct-2

  • You should be able to run that line with the Browser object's 'Execute javascript' as a hack to work around for the time being. I'll add a proper action for it in the next build.

  • This should be really easy in Construct 2. What is making you say it's impossible?

    Just make a layout per page, and put a new Sprite object on each layout with that page's image. Done!

    I don't know why people are talking about tiled backgrounds - there's no particular technical difference, other than that in some cases they can display with reduced quality in WebGL mode if they are not a power of two size, which is a pretty good reason to use Sprites instead.

    Providing you use separate Sprite objects, and not animation frames all in a single object, Construct 2 will manage the memory of each page's image for you. In WebGL mode, changing page will deallocate the previous page's image then allocate the next page, keeping memory use down. In canvas2d the browser should at least do something vaguely reasonable, such as start deallocating old images when memory use is getting high. CocoonJS is currently unsuitable for this though since it has no memory management, and I keep trying to get them to support it, but they're not answering my emails right now.

    So, have you tried this? It should work fine in a browser.

  • Aren't there already expressions to get that information?

  • Closing as not a bug. CJK is right, you need an instance in the layout for it to work; if no instances exist, all the object's expressions return 0.

  • I think if you call preventDefault() on the touch event, it ought to prevent the synthetic mouse event firing afterwards. But there's a bug in the stock Android browser where it always fires the mouse event afterwards. It shouldn't happen in Chrome for Android, which is a much better browser anyway and is gradually replacing the stock browser.

  • Have you tried r145?

    The picture you posted is probably a graphics card driver bug.