Ashley's Forum Posts

  • Closing as not a bug, it's capping it to the max speed.

  • The .capx file you have attached is corrupt. Please attach a working one.

  • Chrome Canary doesn't log a warning, and having researched and read a couple of bug reports it sounds like an overzealous warning that they subsequently fixed.

    The supposed reason for the message is in WebGL if a texture is invalid for some reason (wrong settings/filtering/mipmap/breaks POT limitations/etc) then it must instead render as opaque black. The process of swapping the actual texture for an opaque black one when the texture is invalid can take some processing and reduce performance. I doubt this is a problem because we aren't aware of any bugs where textures turn black, so the engine should never be creating or using invalid textures anyway, hence my suspicion that it's a temporarily incorrect warning.

  • Don't store or hard-code any passwords, and use secure servers. If the user enters a password in to a text box, then you make an AJAX request to a secure server (URL starts with https://) to verify the login, and you don't store the password they entered on the client side, that's about as secure as an adequately written web page form.

  • There is not yet a standardised way to lock orientation. There is a spec that is being worked on, but AFAIK no browsers currently support it, so it's not possible to orientation lock in the browser. However most other export options like CocoonJS, Windows Phone 8, Phonegap etc. provide an orientation lock option at some point in the publishing process.

  • When a trigger fires, it must check all its parent events are true before it can fire, so triggers in subevents work properly.

    If 'For each enemy' is a parent event, when firing 'On path found' it has to check if 'For each enemy' is true or not. It doesn't really make any sense to ask this, because it's a loop - a flow control condition, not a true/false condition. So I think in this case the engine simply returns false and doesn't run the trigger.

    Why would you put a trigger in a subevent to a loop anyway? What are you hoping it would do differently to being a top-level event?

    You may even not need the 'for each' for the 'find path' action, since the engine has a built-in for-each to run actions on every instance that meets the event's conditions. You only need an explicit 'for-each' condition when what the engine does automatically isn't enough.

  • Our old native engine "fluttered" a little too, because windowed apps tended to occasionally miss a V-sync interval and drop a frame due to OS scheduling priorities. Going fullscreen usually fixed it because the OS would give the fullscreen game a higher priority, so it was less likely to miss frames. Perhaps the same will work for you.

  • CocoonJS is currently very inefficient at loading games. Hopefully it will be fixed in a later version.

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  • Construct 2 leaves number calculations to the Javascript engine, and Javascript is standardising as only supporting double precision floats for numbers.

  • Lots of small text objects are more efficient than one large text object in the WebGL renderer. In WebGL mode whenever a text object changes it has to update a texture the size of the text object. If you have lots of small text objects, the ones which don't change won't need to update their textures, only the changing ones.

  • See Construct 2's export-time optimisations to learn how Construct 2 automatically compresses all your images for you and more.

  • Closing, posted a node-webkit issue for this issue here: https://github.com/rogerwang/node-webkit/issues/901

  • Closing, please follow the bug report guidelines, and if the problem is with the Intel XDK then you need to report it to Intel.

  • Cannot reproduce on Firefox Beta for Android on a Samsung Galaxy S3 (Android 4.1.2). Besides, if the browser itself crashes, it is a Firefox bug and not a Construct 2 bug, so you should report it to Mozilla. Closing.

  • Thanks, should be fixed in the next build.