Ashley's Forum Posts

  • Closing, there is nothing to fix here. The first frame isn't updated because the editor is actively using it (it's displaying it in the editor). So you just hit 'reload from disk' and it reloads the first frame as well. The rest of the frames update because the editor isn't using them, so it loads them for the first time when opening the animation editor.

  • Ah, I see now, thanks. Should be fixed in the next build. Please always provide a .capx like that straight away - I could fix it almost as soon as you provided it, whereas I was struggling to even understand the problem before.

  • It runs fine on my Samsung Galaxy S3 in Chrome for Android. But note you're doing the classic instance-vs.-instance collision check with lots of instances. You've effectively got a collision test checking every sprite to every other sprite. So with 80 sprites you're running 80x79 = 6320 collision checks per tick (if it could still hit 60 FPS, that would be ~380k collision checks per second). I guess that's enough to drag down weaker mobile CPUs. The most obvious thing to do would be just to set a flag when the sprites "land", and put a condition checking the sprite has not landed, e.g.:

    + Sprite: 'landed' flag is false

    + Sprite: does not overlap (...)

    -> Do stuff

    Since conditions are also run top-to-bottom, you only run collision checks on the sprites with 'landed' set to false, which is typically only a handful even after they've stacked up.

    You'll need to consistently make optimisations like this to ensure good performance on mobile. This is not because Construct 2 is just slow, it's what native developers work hard at as well.

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  • It's always worked for me. Can you share a .capx that seems to not work?

  • xquirrel - I'm a bit confused by your post. What does the availability of third party plugins have to do with users being able to write their own plugins? We have a fully documented plugin SDK with a template download that provides a "hello world" type sample for a plugin, behavior and effect. Are you asking for better SDK documentation, or some way to better organise the third party plugins on the forum? We do have plans to introduce a better plugin download system at some point, but we're just too busy to do it right now, and I don't see how that would impede other developers who want to write their own plugins.

  • The black screen is probably because Dropbox seems to be pretty unreliable these days and usually fails to transmit some files.

    All you need to do is refresh the page in 'On update ready', and optionally display a notification to the user if 'Is downloading update' is true. You don't need to change any other events.

  • The condition checks if it's true. If you want to check if it's false, invert the condition.

  • Closing, please report issues in third party plugins or behaviors to the developers who made them.

  • Can you share the .capx you made in the video? It always helps. It saves time and makes sure I have the same project as you.

  • Closing, this is by design, just use 'Is boolean variable set' instead. It's done this way because 'Compare' allows things like greater than, less than etc. which doesn't make sense when comparing a boolean value.

  • We deliberately don't support MP3. Nobody should use MP3 ever. IIRC the importer should be able to transcode MP3 to M4A (if you're on Windows 7+), but it can't transcode them to Ogg. Googling for an audio converter should get you something useful pretty quickly. You should also prefer to import uncompressed PCM .wav files, since transcoding from a lossy format like MP3 will lose quality.

  • No, that won't work - you need a real server to host on for web games. You can however make desktop apps that work offline using the node-webkit exporter.

  • I tested requesting local files with AJAX in the latest CocoonJS launcher for Android and it worked fine. Make sure you're using the latest version of C2 which has the fix, otherwise post a .capx that you can't get working.

  • Remember even transparent pixels must be drawn. So a transparent background project will still clear every pixel to transparent every frame, which will take up some of the fill rate. This is what the 'clear background' project property is for, so you can turn off that clear in case the background is 100% covered by opaque objects.

  • I'll see if I can add something for the next build.