Ashley's Forum Posts

  • TELLES0808 - that's only true with IIDs, not UIDs. UIDs are guaranteed to be unique and stay the same for the lifetime of an object.

    Closing as not a bug.

  • I don't think it's a good idea, since it might create a false sense of security. It would not be good enough to store usernames, passwords or other such sensitive information, and I wouldn't want to mislead anyone in to thinking it's safe to use that type of information in the source.

  • You bumped this after 20 hours. Sometimes it can take us a couple of weeks before we get round to bug reports since we're very busy. Please be patient!

  • Using project files in Construct 2

    You can AJAX request the files. They are in the same directory as index.html, so you can access them by their name alone (e.g. "file.xml").

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  • You might want to write a custom one-off plugin for this: https://www.scirra.com/manual/15/sdk

  • Also I own 3 new IOS6 devices and Construct's HTML 5 demo games run like crap on them using the built in Safari.

    Can you elaborate further on this? The stock Space Blaster demo runs very well on both an iPad 2 and iPad 3 with iOS 6 for me, virtually never dropping below 30 FPS. And at times it has a great deal going on with many animated sprites using blending on-screen at once. What we've seen with mobile devices with preliminary support WebGL is very promising too, since on desktop our WebGL renderer can be 2-10 times faster than canvas 2D and I expect to see similar performance gains on mobile. So I think canvas 2D is perfectly viable already, but support will get even better in future.

    I think there may be an effect that since Construct 2 makes it so easy to throw in loads of sprites with its visual editor, you end up giving it more content than even a native engine could deal with. (Canvas 2D in iOS 5+ is hardware accelerated, so rendering probably happens about equally fast as a native engine.) The iPad 3 has quad-core graphics, but a modern desktop graphics card could have around 1000-core graphics... so for some rendering tasks, desktop graphics are literally hundreds of times faster! Do you think this could explain part of the difference?

    To everyone else: there's no need to criticise straybullet, sometimes negative feedback is valuable. Our own forums probably do a good job of filtering out people who don't like Construct 2, so it's rare we hear from them, and there may be things we can do to help resolve the criticisms and improve the product.

  • Please see how to report bugs, can you provide a .capx demonstrating the problem?

  • I don't think it's fair to call it false advertising: you can actually publish to Android and iOS. However, I admit we should probably clarify it like Arima suggested with an asterisk and noting it's "via CocoonJS/AppMobi", since we've heard a few times now about people who didn't know it worked this way. This will help better inform users and avoid accusations like this.

    It's true Construct 2 doesn't directly export an APK or IPA. You have to use appMobi or CocoonJS to build that. However according to appMobi's pricing page it's either free (for hobby use) or free for your first 10,000 monthly active users. CocoonJS haven't announced official pricing yet (their pricing page states it's currently free until 2013) but likewise I'd expect there to be a good free option to help get you going. On top of that, coce you've got the hang of appMobi or CocoonJS the export-and-test cycle is pretty fast (via Test over Wifi/Test Anywhere in appMobi, or the CocoonJS Launcher). Publishing takes a little longer, but you only do that once when you're done, so it's not so important. So I think it's fair to say you can get as far as publishing a few apps and there are no hidden fees or anything extra to pay compared to if Construct 2 did directly export an APK or IPA.

    I know it's not so popular, but publishing iOS web apps does actually work surprisingly well with iOS 6 and newer. You have to be more creative with monetisation, but you also don't have to give away 30%, and you can add them to the home screen so they look and work like native apps. Web games also make it possible to make publishing deals, which some users are actively doing. I think that's a unique point to saying we have iOS support, because I don't think every tool that says it supports iOS also supports that.

    Anyway, I'll bring it up with Tom and see what we can change to make our site clearer on this.

  • ErekT - they're not customisable I'm afraid, but for the reasons the blog post outlines the 512 size probably makes the best tradeoff, so I think you'd want to stick with that anyway.

  • r113 is out and should help fix this, any luck?

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  • The platform movement is getting insanely complicated, but I think I've been able to resolve it for the next build. Let me know how it goes...

  • The link you provided by email says "invalid password" even when I enter the password you gave me... try using Dropbox with a private link. Also please note as per how to report bugs our policy is not to investigate any projects that use third party plugins, so you should remove them or reproduce the issue in a new empty project before sending us a .capx.

    I don't understand why you listed two graphics cards in your system spec. Is this some kind of dual link system? (Which is probably impossible with two different manufacturer's cards!)

  • How much CPU is it using exactly? And it's a non-issue if it still uses memory because it's still there for when you switch back to it.

    Try adding some text to a text object in the Browser object's 'on suspended' and 'on resumed' events. This will indicate if it's working properly, and I suspect it actually is, since double-checking our source code indicates we do handle these events.

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