Ashley's Forum Posts

  • You can use the AppMobi object's 'Hide status bar' action... although I'm not sure it works until AppMobi issue an update.

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  • You might want to read our blog post Optimisation - don't waste your time. If you're already getting 60 FPS there's not much reason to optimise, and even if you wanted to optimise, rendering is the best place to start.

  • Please see how to report bugs. Can you share a .capx?

  • If you close a project and it is left on an event sheet view, Construct 2 doesn't know which layout from the project to use when previewing.

    If you switch to a layout the button then enables and you can preview the other project again normally. This is by design. Does that make sense or do you find that the button does not enable even if you switch to a layout?

  • Do you have Chrome Beta or Chrome Canary installed side-by-side with Chrome? I think that is what causes the issue.

  • Most desktop computers have such powerful GPUs that I'm sure they can render in 1080 just as fast as 720. Games are generally CPU bound, not GPU bound. I'm happy to be proven wrong with benchmarks though!

    You might also want to use Point sampling with letterbox integer scale to avoid blurriness.

  • Still runs nice and smooth on Firefox here.

  • What error is it? Last I checked it was working fine. A repro .capx might be useful in case it depends on your settings.

  • This is actually by design.

    The Tiled Background object supports seamless tiling even at sub-pixel positioning, so you never see "seams" even when scrolling smoothly. However, this means images like your example still "wrap" around to the bottom at the very top of the image. So it's actually displaying the bottom row of pixels of the texture image for about half a pixel along the top of the image (and the same thing happens at the bottom, but you probably don't notice it).

    I can't think of any way this can automatically be fixed - it's just how tiled rendering works on a GPU. The best workaround is to add a row of transparent pixels at the bottom of the image.

  • I don't think I've received any email yet... still, you can probably fix it by editing the XML file on the line the error indicated. As I said, "Particles" is not a valid expression, so change it to something like "Particles.Count" or just an empty string like "" and the project might load. Even so you will probably want to change it afterwards because it looks like you're trying to pass that to a 'load image from URL' action.

  • It's hard to help without being able to see a .capx that is slow.

  • It's impossible to help without being able to see your events, for both the slow version and the fast version.

  • I think this is related to an active bug report in the bugs forum. You might want to post this to the bugs forum to make sure when I fix the other report, this is also fixed.

    The workaround is easy: just rewrite your events without subevents, e.g. "On W pressed, Number = 1" in the same event.

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  • WebGL is disabled if you don't have an up-to-date graphics card driver, so try updating them.

    WebGL has been designed to be secure from the very start. I've read the WebGL specification and it mandates strict handling of memory and buffers explicitly to prevent security issues. I'm not aware of any actual security flaws that have ever been used to compromise anyone's computer.

    Microsoft hired a security firm to write about "security flaws" in WebGL, which was widely panned as hypocritical and misleading. The report simply exposed a Firefox bug which was quickly fixed, so the security problem could not be exploited any more, and usual practice in the industry is to report security issues privately to allow the vendor time to fix them, but they just went public immediately. Microsoft also support 3D in their Silverlight plugin, Adobe Flash supports 3D as well, and the Unity3D plugin supports 3D access, and they all do pretty much exactly the same thing as WebGL. So if Microsoft was serious about security issues in 3D features, they would stop supporting Silverlight, Flash, and Unity3D. They still keep supporting them though. Perhaps Microsoft just don't like WebGL because it is based on OpenGL, which is a competitor to Microsoft's DirectX.

    In short, it's all nonsense spread for political reasons.