Ashley's Forum Posts

  • Construct 2 already previews effects. You mean WebGL shader effects and blend modes, right? Both should display in the layout view without having to run the game.

  • Can you share your .capx?

  • Construct 2 doesn't autosave at the moment. It only does auto-backups - that's what those "every 15 minutes" options are choosing. You still must press Save, and then if 15 minutes has passed, it will also copy it to the backup location, and so on.

  • It's difficult to track down issues from such old versions, because rolling back the code that far is difficult or breaks so many things it becomes impossible to test the original issue. We only officially support web-hosted Google Fonts which seem to be working OK at least. Am I right that only local web fonts have a problem? Can someone make a bare-bones capx to help testing?

    The main change to Text in r100 was text is now rendered to a canvas which is then converted to a WebGL texture, rather than rendered to a canvas floating on top of the WebGL canvas. In theory this should not change rendering at all because the text is rendered to a canvas both ways, it's just the canvas which is treated differently after that rendering is done. It may be some complicated bug in the interaction between text rendering on a canvas and WebGL, but that would be difficult to reproduce in a minimal test case that browser vendors would require, because generally a lot of code is necessary to get even a simple WebGL view rendering in a similar way to what Construct 2 does. The fact it works in Firefox further suggests it's a Chrome bug. Can someone check if it works in Chrome with WebGL disabled?

  • Can you make a simpler .capx? As it is the events are complicated enough that it's not obvious this is not just a mistake in your events.

    Edit: also, your .capx does not match your screenshot, I don't see a touch count text showing.

  • Should be fixed in the next build, at least for the WebGL renderer. I can't figure out how to fix this with the canvas 2D renderer; it may not be possible since the drawing tools it provides are more basic, but I'll have another look tomorrow. Note Chrome is seamless with the canvas 2D renderer set to use stretch edges instead of tile.

  • Object time scales work properly in r122; the only problem is the picked objects are not preserved properly after a 'Wait' action in this case (try removing the wait and it works). Should be fixed in the next build.

  • Could you try reporting these issues directly to Intel? It's very difficult for us to debug directCanvas.

  • Thanks, was an issue introduced in r122, should be fixed in r123.

  • Thanks for the simpler repro, but it looks like a fairly complicated issue that may resolve to being an obscure Firefox-specific bug. We get a lot of bug reports; please allow a couple of weeks for an issue like this to be properly investigated.

  • Thanks, should be fixed in the next build. Note you'll get some crazy phasing effects unless you turn the doppler factor to 0!

  • I'm afraid we can't fix bugs like this. It's impossible to tell from a corrupt project what caused it to go wrong. We need steps to reproduce the problem from a working project to have a chance at fixing it. Closing - please provide more info if you can!

  • Thanks, should be fixed in the next build. Note these events still won't do what you expect, because by the time you wait 0.1 seconds the loop has finished so loopindex won't be set to anything.

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  • Does pressing 'reset dialogs' in Preferences fix it?

  • Can't reproduce, works fine on Windows 8 here. Can you attach a .capx in case it's affected by your project settings?