Ashley's Forum Posts

  • Moving to Website Issues, Tom needs to fix this.

  • I can't reproduce this; it works fine, and I've never heard anyone else who's ever done the beginner's guide having this problem either. Can you show with a sequence of screenshots exactly what you're doing?

  • Should be fixed in the next build.

  • Closing, as this is by design. The Pathfinding behavior will report 'path not found' if you send it in to an enclosed area (as in, an open space surrounded by obstacles). If you tell it to move on top of an obstacle, it will find the nearest open space and move there instead. That's all that is happening here.

  • Can you provide the exact steps to reproduce this complete with the URLs you used? Your .capx file would help as well.

  • Closing - autobackup is not autosave, you must press save for a backup to be made.

  • Construct 2 doesn't identify duplicate images yet, although this could be added in future. You could work around it by re-using the same animation frames in events.

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  • AppMobi's DirectCanvas achieved all of it's performance gains purely through stripping a custom webkit Canvas element of its reflow processing.

    Not really - it got its main performance gains by using GPU acceleration, since all they had to beat was the hideously slow software-rendered UIWebViews which didn't even use the GPU! That's how they got their advertised 5-10x speedup, which is about how much GPU rendering beats software rendering by.

    My point about reflow is: the Construct 2 engine should never incur a reflow, except when you resize the window, therefore reflow is not important to the performance of Construct 2 games.

    ur renderer is backed by OpenGL ES 2.0 on mobile, and WebGL will have a hard time competing with it.

    I'm not sure why you say this, because WebGL basically is OpenGL ES 2.0. It's got some minor tweaks for it to work better on the web, but it's basically the same API. The fact our engine's WebGL renderer effectively makes OpenGL ES 2.0 calls directly means you can get a decent performance boost over canvas 2D, since it's skipping all the CPU work done by the canvas 2D layer, which can make it up to twice as fast. So supporting WebGL would be a good step for Pender.

    rapping native api's to conform to open standards is also trivial

    Really? If you take a look through the Web Audio API specification, is that really trivial to implement in native? Besides, why go to all the work of painstakingly re-implementing all sorts of web standards when it's already been done in Chromium, which is free for you to use?

    I could give Pender a shot, but I'm sure it will run in to all the same problems we have with other DOM-less engines. The compatibility is just a nightmare. However if you come up with a Chromium-based wrapper that would definitely be exciting and I'd want to investigate closely!

  • No game engine in the world renders things which is off-screen. Why would it do that? You can't see it anyway!

  • Created objects are accessible after the next top-level event - you don't really need to wait a full tick. But I guess the easiest workaround is to wait a tick.

    Wait 0 seconds is actually deliberately designed to postpone until the end of the current run of events (not even the next tick - the same tick, but after all other events). This is intentional and I won't change it since it will break useful things such as this! So I think it's fine to keep using "Wait 0 seconds" like that.

  • Can you post the exact steps to reproduce this from a new project after opening Construct 2?

    Also, are your graphics card drivers up to date?

  • Note Construct 2 can export to EXE using its node-webkit exporter, and it can also export Mac and Linux apps.

  • It looks pixelly here in Chrome, since the project Sampling property is set to Point. Which browser are you using?

  • You should share your .capx otherwise nobody can help!

  • Well, neither skew nor distortion grids can really work in the canvas2D renderer. I'm already a little surprised to see how little WebGL shaders seem to be used, even when there are good fallback options, which seems to be mainly because they aren't supported everywhere yet. So I'm hesitant to add complicated new features which won't run everywhere.