Ashley's Forum Posts

  • Set the 'Sampling' property to 'Point' in project properties.

    Currently it only takes effect in the browser when WebGL is supported. However, support should be coming eventually to canvas 2D as well, but I don't know of any browsers that have implemented it.

    The editor will also use the 'Sampling' property, but if you change it, you will have to close and reopen the project to see the difference.

  • There are many ways to achieve this, and you don't necessary need shaders. A flipped sprite that you position underneath is one way to start.

  • See How Events Work in the manual. All object conditions (i.e. not system conditions) have implied for-each loops. The implied for-each is faster, so avoid using the 'For Each' system condition where not necessary, since it will degrade performance.

  • For the record, I would strongly recommend you don't install AMD or nVidia's 'control panel' software (Catalyst Control Center for AMD, can't remember what the nVidia equivalent is), or if you do, leave them at their default settings. We had trouble with them in Construct Classic as well - they just seem to be a nice way to break applications. They're intended for games, but they can break anything using hardware acceleration, which both Construct Classic, Construct 2, and all modern browsers also use.

    Usually if you do a custom install you have an option to install just the driver, and nothing else. You only need the driver, so try do that if you can.

  • I'm afraid we simply can't give away all the features in the free edition, otherwise everyone will just use the free edition all the time and not buy anything and we'd go out of business!

    The free edition previously had no shader support at all, so it's still a new addition for free users. It's not like something you already had has been taken away.

  • It's possible using the Javascript SDK and the WebGL renderer, but it would be very, very complicated.

  • You can place image points outside the image area. Only the origin and collision polys are bounded to the image area.

    I can't recall off the top of my head why origins have to be bounded (I'm sure there was some reason), but it's very important for collision polys: a really huge optimisation in the collision tester is that it can immediately return with a "not overlapping" result if the object bounding boxes do not overlap, which is an almost instant test. If collision polys can go outside the bounding box, all bets are off and every single collision poly point has to be tested. That would be really slow, so collision polys are bounded to the object area.

    Collision poly and image points are stored in texture co-ordinates - in other words, if the image size changes, all points and the poly scale accordingly. You probably want to make sure you crop before setting the collision poly, otherwise the collision poly will be scaled down accordingly too.

  • imothep85 - maybe read my post again more carefully - Awesomium mention they have a single license which covers multiple commercial apps. They don't say how much it is, but presumably you could get that. So you wouldn't have to pay $2900 per app, just a one-off license.

  • KMag - you're right, I made a mistake in the Awesomium exporter. I've fixed it for the next build, so Cancel Fullscreen should be working then.

  • I think I found a change in the Chrome Web Store that was not backwards incompatible. Hopefully this is fixed in the next build.

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  • Chrome Web Store version numbers have some limitations:

    http://developer.chrome.com/extensions/manifest.html#version

    The version string can't contain "02", since numbers starting with a 0 are not allowed (for some reason!!). Try 1.0.2 instead!

  • GamerGon - I followed your steps twice and could not reproduce any issue in r100. It seemed to work fine.

    Potato - I could reproduce a problem every time. Thanks for finding a reliable repro! I've managed to fix it for the next build. It potentially affects both save-as-capx and save-as-folder, so hopefully that's the last of this type of issue...

  • I don't think it's really a bug - when changing the gravity angle the player's fall speed is kept the same. So if you switch from strong gravity down, when the player is falling fast, to weak gravity upwards, the player is still falling fast but upwards.

    Perhaps combine it with a 'set speed' action to control the speed when changing the gravity direction.

  • It's already documented in the changelog that it's a known performance issue. I guess people don't read the changelog :P

    Please contact Awesomium about this problem, they are the ones who have to fix it - we can't do anything about it. The more people who contact Awesomium the higher they are likely to prioritise it, so please do let them know.

  • This is deliberately allowed because for many effects parameters outside the intended range can actually have interesting or unusual results, which you may want to take advantage of for creative purposes.

    So it may look graphically weird, but it should never crash. Can you reproduce any of the crashes? Sometimes they may also be driver bugs, have you tried updating your driver?