Ashley's Forum Posts

  • Oh, I see, you're right. Should be fixed in the next build!

  • It's probably a leak in a third party plugin. It might not be, though - creating temporary canvases then dropping references to them does not necessarily release them, it only allows them to be garbage collected. GC might not happen for a few seconds, or even a few minutes, but it definitely will happen as soon as it starts running out of memory. So it might keep going up, then suddenly jump down when the browser decides it needs to clean up.

  • I think I've managed to fix this for the next build. It was a very strange issue with the collision engine!

  • I can't reproduce this, in r132 on Windows 8 64-bit dragging in a PNG file appears to correctly trigger 'On file dropped'. Can you share your .capx and the exact image file you are dragging in?

    I made a change to try and avoid the default behavior in the next build anyway, that might help.

  • I think you're right... when changing to a different layout, it's intended that waits continue (in case you're sharing event sheets or using global objects). However when restarting a layout it seems expected to also reset waits. I've made the change for the next build.

  • Can't reproduce in Firefox Nightly; it looks the same as Chrome (with a red border). Looks like Chrome has the right behavior and Firefox is broken, but they've already fixed it since Nightly works.

  • Closing, please don't use third party plugins (Sprite Font) in bug reports. It would also be useful if you could test on Firefox for Android.

  • Closing as not a bug: if you tell the turrets not to rotate, you must rotate them towards targets yourself. The turret will only fire when it's pointing directly at the target.

  • Our intent for the foreseeable future is to keep issuing free updates for Construct 2. You can see the list of all free updates we've made here: https://www.scirra.com/construct2/releases

    There have been 81 free updates since we started issuing licenses. We have no plans to make "Construct 3" or a paid update for the foreseeable future.

  • We say we support the XBox 360 controller for Construct 2's Gamepad object, and as far as I'm aware that's fine for us, so I think it's fine for you too.

  • We have officially retired Construct Classic, and our official advice is that nobody should use it.

    We recommend not using large image tiles to design levels, not because Construct 2 can't handle them, but because they're a bad way to design games in general. See the blog post Remember not to waste your memory.

  • The Construct 2 engine is well-optimised. A sprite with a single animation with a single frame (or an animation speed of 0) that does not move does no work other than copying its cached co-ordinates every frame. That involves a negligible amount of CPU work.

    If the object has more than one animation or more than one frame and the animation speed is above 0, the engine will process it every tick to run the animation. This also involves a probably negligible amount of work (it's very simple logic), but if you're talking about vast numbers of sprites, it might be something to be aware of. Note also if you change the animation speed so it's not 0 any more, the engine will start ticking it. (The animation speed 0 thing is intended so that tile based games using lots of animations and frames for static tiles which do not animate are still handled efficiently.)

    If you move the object, it will keep re-calculating the vertex co-ordinates. This is also probably a negligible amount of work (it's highly optimised since movement is frequent).

    So sprites which don't move or animate are blazingly fast. You probably don't need to worry about it.

  • We can't really change it because there are too many plugins and behaviors (including third party ones which we don't have control over and can't change), tutorials and manual entries which already use this method.

    FWIW, it makes sense mathematically, because the formula for movement at an angle is:

    dx = cos(angle) * speed

    dy = sin(angle) * speed

    cos(0) = 1 and sin(0) = 0, therefore angle 0 is moving to the right.

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