Ashley's Forum Posts

  • Chromium already supports the gamepad API - it should work with XBox 360 controllers - but certain other kinds of controller need special support from Google, I think.

  • Yes, hopefully a future update will have better support for icons. The window size from project properties should already be used.

  • This is an interesting development! Hopefully it will result in more frequent updates to directCanvas. I'm not sure what the exact implications will be for C2 users, but I think that will gradually become clearer over the next week or two.

  • WAV is typically unsuitable for audio since it makes the filesize ridiculously huge. You could easily have a 5mb game with 100mb of audio if you used WAV, versus a 5mb game with 10mb of audio.

    The better solution is for WebOS to add support for OGG, which is a free, high-quality and open-source audio format.

  • This is why you should always back up your projects before installing a beta!

  • Construct 2 has no built-in bandwidth limitations. It will use any available bandwidth on your server.

  • Updated OP to include .c2addon, new to r120+.

  • The SDK documentation won't let me post this article right now, so I'm posting it here. Will get Tom to fix the site shortly :) This covers how to make the new .c2addon files supported in r120+.

    -------------

    The .c2addon file format allows plugin, behavior and effect developers to easily package their addon in to a single file. Users can then drag and drop the file in to the Construct 2 window to install it.

    A .c2addon file is actually a zip file with a renamed extension. The zip file always contains *info.xml* in the root, and a subfolder called *files*. What goes in the *files* folder depends on whether you're publishing a plugin, behavior or effect.

    #info.xml#

    The info.xml file specifies metadata about your addon. It states whether the type is a plugin, behavior or effect, and has information like the name, version and author of the addon. It should be straightforward to fill out. Be sure to write documentation and add the link to the documentation to info.xml.

    #Plugin and behavior files#

    When distributing a plugin or behavior, the *files* subfolder needs to contain another subfolder. For example your folder structure in the zip would be:

    info.xml

    files\myplugin\common.js

    files\myplugin\edittime.js

    files\myplugin\PluginIcon.ico

    files\myplugin\runtime.js

    *myplugin* is the name of the plugin or behavior folder, as it should appear in the install directory. Construct 2 will simply copy and paste this entire folder, preserving the folder name.

    #Effect files#

    When distributing an effect, simply place the .fx file and .xml file for the effect in the *files* subfolder in the zip, for example:

    info.xml

    files\myeffect.fx

    files\myeffect.xml

    #Packaging#

    Add all the files to a zip (right-click and 'Send to compressed (zipped) folder' in Windows Explorer). Be sure not to accidentally create a root level subfolder in the zip which itself contains info.xml - that will be rejected by Construct 2. Once zipped, rename the file so the extension is .c2addon rather than .zip. Test it by dragging and dropping the file in to the Construct 2 window. If you can install after the prompt successfully, your file is ready to distribute.

  • Thanks, should be fixed in the next build.

  • The keyboard object has 'key code' features for this purpose. 'On any key pressed' allows you to get the last key code, for setting controls, then you can test for a particular key code being pressed in an event.

  • lemo - invisible objects are identical to offscreen objects. C2 uses a back-to-front renderer, so objects underneath larger objects are still rendered.

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  • Salevits - Construct 2 can export desktop apps for Windows, Mac and Linux. Why not try C2?

  • Are you talking about the editor or the runtime? In the editor, generally I don't think you don't need to do anything complicated so such a library isn't so useful. In the runtime, it is a terrible idea to use them for GC reasons. Box2D is horrendous for causing big GC pauses, precisely because it uses b2Vec2. Your proposed solution does not really solve the problem because you still need to have 100% perfect recycling of the objects you pass to those functions, or you create GC problems still. It is very difficult to write code that does this, because you need to invent a clear system of ownership and make sure you get your "free" calls in exactly the right places, which is error-prone. So it really is better just to avoid them completely.

    If you really, really need it, you can probably find your own JS math library and integrate it. But you should be extremely careful not to slow down the games using your plugin.

  • I'm not sure what you're asking. Why can't you just do the pinning in events?

  • I would strongly recommend you just use WebSockets. It's a modern, standards-compliant, widely supported and simpler version of what socket.io does.