Ashley's Forum Posts

  • Peteer - does it work if you disable preview-on-LAN? It might be a problem with your firewall or some such, and previewing on localhost might fix it.

  • stillinthe90s - like the release notes say, for now this is only supported in WebGL mode, but we're working on supporting it for CocoonJS and directCanvas as well.

    — - I think it's similar, yes. If you create an object not on the layout at runtime, it's not in memory, so it will load it at the time you create it. This can create a slight pause at runtime. To avoid that just make sure an instance of the object is on the layout so it loads it when the layout starts.

  • This is a weird result because like Arima says exported projects should be slightly faster (they do less checks for errors). Can you link us to your published game on your website and/or share your .capx? Also, is it the same across all browsers you've tried?

  • This kind of behavior is pretty normal: in the first few seconds, the browser will be compiling javascript and optimising everything for maximum performance, which takes a lot of CPU time and slows down the game. Once it's done everything should run smoothly. All you can really do about this is try to make the player spend the first few seconds on a menu screen so all the optimisation happens when performance isn't essential.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Weishaupt - that's odd, I didn't make any attempt to fix it in r107. Closing as a weird one-off...

  • delgado - as the release summary said, it's not on phones yet (unless they support WebGL), but we are working with appMobi and Ludei to support it.

  • sqiddster - sort of, there are lots of different ways to implement a blur but blurring horizontally and then vertically afterwards can be a lot more efficient than a badly written single effect to blur.

  • sqiddster - yes, blurs are one of the most GPU intensive effects to run. It should be fine on desktops, but avoid it on mobile.

  • HotGod - r107 includes that exact version of oggenc2 as well, does r107 work out of the box?

  • sqiddster - 'blur horizontal' followed by 'blur vertical' is a guassian blur.

  • You do not have permission to view this post

  • We really do need a .capx, as described in how to report bugs. It is almost impossible to fix a problem without a .capx demonstrating the problem, and a minimal project consisting solely of the minimum objects necessary to reproduce the problem makes it a lot easier to fix as well.

    There have been two changes to sprite animations recently:

    r105: a bug was reported where 'set animation' in an 'on animation finished' event did not work. This was fixed, but accidentally broke how some projects work.

    r106: fixed the projects that were broken by r105, but while also keeping the fix where 'set animation' did not always work.

    So my best guess is that you use 'set animation' in 'on animation finished' events, which previously did not work but are now having an effect. That's all I can say without seeing a .capx though.

  • maxp010 - it depends on your server. Contact your host and ask them to set it up for you.

  • lokesen - believe it or not, this example is actually working normally and is not a bug.

    Obviously, the Tiled Background object wraps its texture, so if you enlarge it the image repeats throughout. However, if the object is sized 32x32 with a 32x32 image, and you zoom in a little (in this case using fullscreen mode), it actually does a tiny bit of wrapping round to the other side of the image at the edges. Imagine the image is still tiled in those directions, just you can't see them because they're outside the bounds of the object. So in this case one edge is black and the rest is brown; the side opposite the black edge will still wrap across to the black-edged side ever so slightly, and this creates a visible seam. It's enough to still seam when pixel rounding and point sampling are on. This is just how computer graphics works and would happen with any tool or framework.

    The workaround: add an extra row of pixels to the image, or resize the image ever so slightly smaller. For example, make the image 32x33 to add an extra row of pixels along the bottom, and make them the same color. Or, just resize the Tiled Background to be e.g. 64x31, so the last row of pixels doesn't wrap around. Or, just position the other backgrounds to slightly overlap and hide the seams.

  • Should be fixed in r107.