Ashley's Forum Posts

  • Remove the 'manifest' attribute from the HTML tag. But your game will then only work when connected to the internet. It would be best to ask Mozilla to remove the prompt (Chrome doesn't prompt anything).

  • By default C2 games cache everything to disk so they can keep working offline. See Offline games in Construct 2 for more information. I'm not sure why, but Firefox makes a prompt about this. Chrome doesn't make any prompt. If you allow it for the domain then the user will never see it again for your website.

    You can take off the manifest attribute from the HTML tag like others have shown, but this means the game will no longer work offline, and could waste bandwidth from users who re-play the game a lot. I think it is just better to warn your users that the alert appears because of offline support, or ask Mozilla to remove the prompt.

  • AFAIK there's still no way to access DirectX directly from Javascript (they are probably talking about the hardware acceleration of the IE10 canvas 2D), so there's no way to bring WebGL-level features to HTML5 metro apps yet.

  • If you press the FPS button to show the debug log, are there any errors? Are you using any third party plugins, and if so, does it work if you remove those plugins?

  • Well, I think it's IE's fault for not supporting PNG in cursors. Other browsers do it, but I'm not sure what the standard says. I think it would be better to report it to Microsoft as an IE bug. It doesn't really fit C2's workflow to introduce a separate resource for IE only, and it could be a waste of time if IE eventually add support anyway, so I'd prefer not to do it.

  • I don't think we need to add any new features to do this. Can't you just set the timescale to 0, disable the main event groups, then make a dialog layer visible?

  • Since Awesomium supports WebGL, C2 games render on the GPU using WebGL.

    Then, due to the architecture of Awesomium, it sends all the pixels of the final rendered game to the CPU. So we just turn it around and send it right back to the GPU to be displayed. So every frame is pointlessly sent to the CPU and back. This makes performance dependent on the CPU<->GPU bridge, which I don't know much about, but is hard to find specs for and can vary widely depending on the system often which unexpected performance results. (In fact, unexpected results in performance testing are pretty much to be expected!)

    We've known about this since we started using Awesomium and have been encouraging them to fix it. Luckily, they've already tweeted that they're working on it, so it should be fixed in the near future. Then Awesomium should render at least as fast as Chrome, or faster.

  • We have considered having a public todo list/voted suggestions feature, but we don't think it's a good idea for a number of reasons:

    • sometimes popular suggestions are impossible, or at least not possible for the majority of users with default settings (e.g. "make WebGL work on IE")
    • often highly popular ideas are totally impractical or so complicated as to require a whole new product, such as "allow making 3D games"
    • suggestions from users cannot take in to account the technical complexity of the job given the design and architecture of C2's code
    • since we're working with new technologies, things chop and change in the market regularly, and we also have to chop and change what we are working on in response to this - we don't necessarily have a fixed set of things to work through, and some requests can be made redundant by technology developments (such how it is looking likely the Awesomium exporter can do everything a native EXE exporter would have)
    • everyone has their pet feature, and this might increase pressure on developers to work on features which are only applicable to a vocal minority rather than to the benefit of all users, which could be to the detriment of the product in the long term
    • a public list cannot take in to account important work we are doing privately for companies behind the scenes
    • we are a small company and can't work on too many things at once
    • having all our best ideas in one big list could benefit our competitors

    In short, we do listen very carefully to what our users say. However, it's more complicated than just making a big list of the most popular things to work on. We have to find a delicate balance between Scirra's needs and user's needs, and things like keeping maintainable code can make decisions quite difficult whereas it can look obvious from a user point of view.

  • There are still over 50 things on our todo list. We're working as fast as we can.

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  • You can't upload desktop apps (exe) to the Windows 8 store. Only the 'Metro' style apps (which they've actually renamed because apparently they can't use the name 'Metro'...) Also, Construct 2 only supports Windows 8 apps made in HTML5, which means using IE10's engine.

  • I'm afraid I don't really know what's involved in "text management", although I do think it sounds like the XML plugin is what you need. If you load every string from an XML file, then you can switch language by changing the XML file. The XML object is pretty simple and just uses XPath to read strings, e.g. XML.StringValue("\book1\chap1\title"). Perhaps a feature to set the relative path in the XML object would help this (so you don't need to keep repeating \book1\chap1\ for example).

    Image management is another potential problem, but if you are targeting desktops they most likely can handle anything you throw at them. For mobile we do have a load-by-layout feature planned - can't give an ETA on that though I'm afraid.

  • Microsoft are holding out from supporting WebGL even in the desktop IE, probably because it's based on OpenGL which is a competitor to Microsoft's DirectX.

    I'm not expecting Microsoft to implement WebGL in any of their software any time in the near future.

    However Chrome and Firefox for Windows 8 should still support WebGL - but I think you are forced to use IE10's engine for apps...

  • Yes, it makes native apps. See the tutorials on exporting with directCanvas and exporting with CocoonJS.

  • I thought this was working! If it's not can you post a bug?

  • dionysosdk - do you have a .capx you can share that shows the problem? Does a new empty project still do it?