Ashley's Forum Posts

  • I cannot open the project because 1) it uses third party plugins and 2) it is missing most of the files (just a .caproj and uistate XML file, no events, layouts, images or anything else). Please re-post with a working .capx that reproduces the problem.

  • Added for next build.

  • I've managed to optimise this a lot for the next build - even a screen full of controls should then only use a few % of engine CPU. However we haven't changed anything to do with these in recent builds so it's unlikely any performance difference in r141-143 is related to this.

  • Closing, no clear evidence this is a C2 bug and not just a mistake in your events. Please try to reproduce with as few events/objects as possible, specific steps to reproduce, and an identification with the particular event or feature that you do not believe is working correctly.

  • From what I've read, that fix will not work for all devices. IIRC it also looks fine by default on the WP8 devices I've tested. Are you sure that will work for all devices?

  • Are you using accelerated physics?

  • It's possible with the new debugger.

  • Just avoid very small fast moving objects moving towards thin barriers. You can calculate how fast an object steps every tick, it's:

    speed x dt

    For example an object moving 100 pixels per second at 20 FPS will be stepping

    100 x 0.05 = 5 pixels/tick

    So if the object is bigger than 5 pixels wide, it will never skip a collision. Even if it was only 3 pixels wide, it could only ever skip a wall that was only 2px thick. So both larger objects and thicker obstacles help prevent the issue.

    The C2 engine implements a minimum FPS of 10. So dt never goes above 0.1 - the game goes in to slow-motion at that point.

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  • I think a few of your assumptions are wrong. Large downloads are commonplace, especially for games, and lots of people have broadband so it's not a problem. Many Steam games run in to several gigabytes, for example. As a web game, WebGL renders identically to canvas2d, so there should be no need to turn it off. If you're talking about effect fallbacks, then C2 has some options to help you set up appropriate fallbacks, and you'd need to deal with that problem in node-webkit as well anyway, so no difference there.

    If the engine and the game data were split in to two downloads, I think you'd get even fewer players. A single download is simple to use: download and run. With two downloads, it's a little confusing (why not one download?), plus you need to know how to set up the runner and the game download so the runner knows how to find the game download. Some people will get that wrong, or just download the runner and wonder why it doesn't work, resulting in fewer plays for your game. (You'd be amazed how much people don't read instructions - it's a constant thing that comes up in support for Construct 2. You'll get lots of people clicking the first download they see without reading anything then sending you an email when it doesn't work immediately.)

    So just distribute it as a web game, or take the file size overhead which shouldn't matter for anyone with broadband!

  • Yes, post a new report.

  • There is a debugger in the latest builds. You need the latest beta (r139 doesn't have it), then just hit the debug button next to the preview button.

  • It's a browser limitation - most browsers have v-sync forced on (which is a good thing IMO). Some browsers have a way to disable it - you can in Chrome from chrome://flags for example.

  • Closing since this is not an actionable bug report. Also, if your computer reboots, normally that indicates a system or hardware level issue - ordinary software crashes or glitches wouldn't cause that.

  • One straightforward way of doing it would be to make your own plugin in the Javascript SDK. Then on some JS function you can fire a trigger in the event engine, and in your project events, on that trigger go to a layout.

  • Moved.