Ashley's Forum Posts

  • Some browsers like Firefox can give you a detailed memory breakdown in about:memory. You can also use the new ImageMemoryUsage system expression to estimate the image memory in-game.

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  • Do you have Google Chrome installed? What if you change the 'preview browser' in project properties?

  • The .caproj is changed when you add object types, families and so on. Providing you don't both add or remove these things at the same time before committing, you should never conflict the file. Even if you do, it should be a lot simpler to fix than you describe - for example, you just need to include the XML from both files if you both added a new object type.

  • OK, glad to hear it's fixed. Was it a third party plugin?

  • The support email address would be best.

  • The Steam version and the version from our site are independent and the licenses are not transferrable. If you want to use Construct 2 without it being tied to Steam, you should buy from our site. Note the Steam version does not have any additional features over the version from our site.

  • lodose - this is a closed bug report. Please post a new bug report using the full template including a .capx if you want us to further investigate the issue.

  • tipztv - there is nothing we can do unless you send us your .capx. I don't appear to have received an email from you yet.

  • It's not possible right now. All you can do is either speech recognition or level/spectrum monitoring of the live input.

  • I've never seen this. Can you post your .capx with details about precisely how you're exporting? (Which platform, which device, how you run it, etc.)

  • cmilian - you bumped a year-old thread that is out of date. For the record we strongly recommend publishing iOS/Android games using CocoonJS, since the performance of PhoneGap is usually very poor.

  • zendorf - the problem is probably solely to do with graphics card drivers. Even old laptops should be able to easily get 60 FPS when using hardware acceleration. Your results sound like you're getting software rendering because your driver is known to be buggy. Updating your driver may fix it and give you 60 FPS again.

    We experimented with the node-webkit exporter forcing hardware acceleration to be on all the time, and we got lots of bug reports of crashes or games rendering with really bad glitches making the game unplayable. These were all graphics card driver problems. So we realised they're disabled for good reason. You'll probably have these kinds of problems (crashes and severe glitches) with any engine or framework that uses hardware acceleration; just wait until you publish your game and see if you hear about people complaining of crashes or glitches. Top commercial games have the resources to spend days or weeks working around catalogues of obscure driver bugs; most smaller companies can't do that. With C2's engine we decided to follow Chrome's policy that reliability is better than speed. Users with reliable systems get great performance, and users with unreliable systems get slower but reliable games. Software rendering may be slow, but it avoids the many crashes and glitches caused by graphics card drivers, so at least the game works for that user rather than being totally unusable.

    So this is a deliberate decision to make sure your games are playable on a wider range of systems. You should advise users to update their graphics card drivers regardless of which technology you use, to ensure maximum performance and best reliability. If users playing C2 games also update their drivers, they are likely to get significantly better performance if they previously got software rendering.

    In our experience, graphics card drivers are the #1 technical problem with games on any platform.

  • I would be more than happy to pay an extra few hundred for an exe or apk native exporter for C2!

    Really? Construct 2's desktop exporter using node-webkit outperforms our old C++/DirectX 9 renderer. I genuinely think Construct 2's performance is comparable to native engines, and will be on mobile as well as soon as WebGL arrives (which should be here very soon via CocoonJS).

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