Ashley's Forum Posts

  • Closing. Congratulations, you have learned that computers do not operate at infinite precision; they will have rounding errors. This will happen with any programming language, framework or toolkit you ever use, because the rounding errors happen all the way down at the CPU level.

    For example, calculate (1/3) * 3 to 6 decimal places of precision: you get 0.999999, not 1. That's basically what happens in computer memory, since it can't store an infinite sequence of digits!

    Workaround: only ever compare if a number is within a small range, e.g. abs(a - b) < 0.001.

  • You could probably do it using the plugin SDK. We can't really have a built-in feature for that, because it depends on your server.

  • IIRC Space Blaster uses a small invisible moving sprite with the Scroll To behavior.

  • Families already implement inheritance. If you want multiple inheritance, you can add one object to multiple families. That should be equivalent to having families in families, so there's no need to implement that.

  • If they aren't placed in the layout, then the object is not pre-loaded when the layout starts. This means if you create an object not placed on the layout, Construct 2 will load its images at the moment you create it. This can cause a noticeable pause, especially on mobile. So if you intend to use an object on a layout, it should be placed on that layout, even if it is destroyed immediately on startup.

  • It's most likely all your events are working properly. Perhaps you depend on some specific browser feature that isn't supported everywhere. You must test across browsers from the very start, because it's now very difficult to track down the cause of the issue or offer any help to you. If you were testing properly from the start, you'd probably know roughly which change caused the issues.

  • Radagar - the bug will not be re-opened until you provide more information about it.

  • Closing, since this is definitely a problem with your graphics card driver and not with Construct 2. The layout view renders correctly for the vast majority of users.

    Please direct your frustrations towards AMD (who now own ATI); they are the ones who have shipped you a broken driver and won't update it. On the other hand, note buying a new graphics card (and you might want to go with nVidia!) will probably boost your system perfomance a lot, especially for games.

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  • Closing - for the record please always attach a .capx - it helps demonstrate the problem and makes it quicker to deal with.

  • This isn't supported mainly because all audio has to be dual-encoded in to both AAC and Ogg Vorbis. This would mean anyone uploading music would have to also dual-encode their upload, which is pretty complicated.

  • The Free, Personal and Business edition all share exactly the same files, just like the download from our main site. So there's no point having separate downloads. The current system was also set up both by Valve themselves, and from Valve's advice to us on how to implement it. So I'm afraid it mostly depends on how Steam handles it; in this case it only needs to remember a setting, so hopefully this is a minor bug that Valve can fix.

  • I've been following asm.js with interest. It looks very cool, but it appears to be mainly for languages which compile to JS - things like Unreal Engine, where presumably they have lots of C/C++ code, and they want to port that to a browser. The JS code that you tend to get with this kind of conversion naturally ends up looking like assembly, since that's what existing compilers do well. You have basically one giant array representing memory, then a lot of JS code that basically shunts numbers around - just like the real assembly you get after compiling C traditionally. Mozilla have figured out how to optimise this special subset of machine-like JS to be within 2x the speed of real assembly. And the very cool thing is it runs on older browsers without specific support; it's all still standards-compliant Javascript, so any browser can run it, although they may be slower at it.

    If this was around when we first started Construct 2, it would definitely have been considered as an option. However we already have tens of thousands of lines of JS code hand-written and hand-optimised. I believe this hand-written code already performs very well. If we wanted to go further and take advantage of asm.js, we would effectively have to rewrite the entire engine in another language which compiles to asm.js. This is too much work to justify for a probably small performance boost, and will probably introduce difficult problems around how to handle existing plugins and behaviors. On top of that most games are still renderer-bottlenecked, even on mobile - so it may not even provide any actual framerate improvement at all for many games. So while it's very cool and I'm going to keep an eye on it, I don't think we'll be using it.

  • It would be fantastic if IE11 supported WebGL, but I wouldn't take this news to be confirmation in any way. The evidence comes from a leaked version, which MS didn't want to be public. So it may be that MS engineers were simply doing some kind of experiment which they'll later remove, but their experimental version got leaked. Even so, the fact they're at least experimenting with it is interesting.

    MS appear to be getting in to a very difficult position with WebGL. Unreal Engine 4 supports WebGL, which was announced recently; some popular games like RuneScape have announced they'll support WebGL; we've always supported it and have pointed out its rendering and performance benefits. So if they continue to refuse to support it, more and more people will switch to other browsers for gaming. But supporting it would probably seriously hurt Microsoft's own DirectX, which they have a big interest in pushing. It would also be embarrassing for them to U-turn over their previous "it's insecure" nonsense they tried to use an excuse previously.

    Whatever happens, it will be very interesting to see what they do about this.

  • It aligns all objects to the one you right-clicked!

  • If you're hosting on Dropbox, either you didn't upload all the files, or didn't make them all public.