Ashley's Forum Posts

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    I haven't heard of anyone else having this issue. Have you tried Firefox on different computers to see if maybe it's just an issue with one?

  • Please contact supportbip@scirra.com and we'll get you sorted out as quickly as possible!

  • This fix in r104 should mean this works properly:

    reaking change: Object's 'Count' expressions are now immediately updated inside loops and subevents when new instances are spawned or created, contrary to the fact these instances do not really exist until the next top-level event. This may help fix projects broken by the last breaking change which depend on object counts in subevents, but unfortunately may again break projects which already adapted to the new behavior. Sorry - in the long run it's for the best that we make these changes.

    So it's strange that it doesn't. I don't believe r105 changed how it worked. Can you post a .capx?

  • Are you sure this still happens in the latest beta release with iOS 6?

  • Can you share a .capx?

    Have you tried disabling retina mode?

  • Try using an expression like this for the angle:

    angle(0, 0, Gamepadbeta.Axis(0, 0), Gamepadbeta.Axis(0, 1))

  • salami1080 - on the store page 'Make iOS apps' and 'Make Android apps' refers to using CocoonJS and directCanvas, both of which require a license.

  • It is described in the SDK documentation.

  • We have improvements to the Facebook object planned, but we have such a lot on our todo list we can't really give an ETA on certain things.

  • — - typically software improvements help HTML5 get faster as well. For example, iOS's javascript engine typically gets faster with every update, so even the same device should be faster with iOS 6 compared to iOS 5. Also occasionally we can optimise our engine a little better too as well, so it's not just hardware updates that improve things.

    kiyoshi - what specifically are you worried about needing that HTML5 does not offer? If you can name specific features, I can tell you what I know about the current standardisation efforts at W3C. For example, real-time low-latency multiplayer with voice calls and access to webcam and microphone is on the way with WebRTC.

  • ata is stored with webstorage, you can use arrays, JSON strings, hash tables, whatever you like.

    So that means no offline storage? I'd love if it I could just include a level pack in the exe so players wouldn't have to be online just to load a level.

    Construct 2 actually has good offline support. If you export to Awesomium, all project files (including any JSON or XML stuff you use as level data) will be available on disk so the game will function 100% correctly while offline. Even if you're in a browser, if you have visited the game before, it will still continue to load and play correctly even if you are offline, thanks to the HTML5 AppCache. More information in offline games in Construct 2.

    quote]C2 is 2d, but there have been some attempts at 3d plugins in the plugins forum, but performance wasn't too good when I tried them.

    Is that a problem with C2 or is that a problem with HTML5?

    HTML5 actually has support for high-performance 3D using WebGL, but Internet Explorer doesn't support it, and using 3D in Construct 2 is really out of the scope of what it's for (it's a 2D game creator).

    omeone was saying that since it's javascript, you could easily read it or basically take the code and modify it easily

    When you export your Construct 2 game, make sure you enable 'Minify'. It uses Google Closure Compiler to mangle and obfuscate your code in to an unreadable mess, using Close Compiler's most advanced setting. It is very difficult for anyone to work with the resulting case, so I would say it's not the case that anyone can easily use your code, especially since Construct 2 games don't actually work by generating any kind of readable javascript in the first place.

    h yeah, I actually meant importing sprite sheets...

    The best feature for this at the moment is: open the animations editor, right-click the frames pane along the bottom, and select 'import sprite strip'.

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  • Is there a specific problem you are having with CocoonJS or directCanvas? It would be better to solve problems with these technologies rather than rewriting our entire engine.

  • From here:

    lease allow 24 hours for a response. Replying with "can't anyone help?" after 20 minutes could be misconstrued as rudeness, since it is impossible all our forum visitors could have checked the thread in that time. If you're seeing a lot of views and no replies, don't forget we commonly have more search crawlers (e.g. Google) indexing the site than real users, so the views count may be inflated.

    If you are not getting a response, try providing more details about what you are doing. For example, Construct 2 does not provide any official features for playing video, so you need to detail which third party plugins you're using, how you're implementing it, and so on, plus sharing any .capxs you've been working on.

  • I hope you understand that we don't want to discuss our activities in this area publicly. Closing this thread.

  • Well, I do think it is pretty much out of the question. We've been working on our Javascript based engine for about a year now, and still have plenty to do, so there's no way we can make time for this. It could come with its own batch of unforeseen limitations and problems as well. I doubt any one technology is a silver bullet which will solve everything.

    Also, I am still 100% certain HTML5 + Javascript will ultimately match native performance and features. In fact, by the time we finished a port to Haxe, it may have become the case, rendering the whole project a waste of time.

    We're working closely with appMobi and Ludei to make sure directCanvas and CocoonJS are high-performance platforms that cover as many C2 features as possible, and Awesomium should ultimately be as good as Chrome on Windows, Mac and Linux. If you have any specific issues, please be sure to report them and we can work on getting them fixed!