Ashley's Forum Posts

  • Hmm, we might need to update C2's Chrome Web Store exporter. I'll investigate if this can be fixed for the next build.

  • Last I looked at this I could reproduce the problem and successfully fixed it in r92. Are you using the latest version of iOS? Does it even do it with an empty project?

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  • GD must be very aggressive with its locking and syncing. Construct 2 projects normally save in under a second but it creates and deletes some temporary files during that time which probably get locked by GD, interrupting C2's saving. You might want to raise this with Google - if they just made it wait a second before syncing any files this probably wouldn't happen, because by then all the temp files would be gone.

  • Oops, you're right - it turns out the WebGL renderer accidentally marks the image as for tiling so does some power-of-two stretching. Should be fixed in the next build.

  • nemo - best make sure Ludei hear about any audio issues.

    I'm not quite sure what to do about audio on mobile - I think there are some Android devices which can play OGG (but not all of them), or they will introduce it in future (e.g. Chrome for Mobile will probably end up having most of the features desktop Chrome has, including OGG support). The OGG encoder is a lot better than the AAC one we use so it's probably best to leave them in there in case they can be read...

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

  • Are you sure it's not using sub-pixel positioning with linear sampling enabled? Try setting pixel rounding on and point sampling in project properties, does it still happen?

  • Sounds like Families would solve this.

  • Try following PhoneGap's guides, but substitute the HTML pages with the unzipped output of Construct 2's PhoneGap exporter. There should be a bunch of HTML, JS, PNG files etc. in the zip which is your "website".

  • WebGL does not currently have a large reach: it is only on by default in Chrome and Firefox, and even then about half of that user base has out of date drivers so WebGL gets disabled. IE shows no signs of supporting it at all, but Chrome Frame will enable it (as long as the driver is not too old). Opera supports it, but it's off by default and must be switched on. Safari for Mac supports it but only on Mac (not the Windows version) and again off by default. Currently we've disabled WebGL on all mobile devices because it's either broken or a lot slower, so no shaders on mobile for the time being.

    However, it will improve: I believe Google will add WebGL to Chrome for Android, Firefox Mobile already supports WebGL (although it needs some work to be faster and some bugs to be fixed), Opera and Safari should eventually switch WebGL on by default, and as people gradually replace their computers the number of people with WebGL disabled due to old drivers will gradually fall. IE is also still losing market share to Chrome at a steady pace.

    The main reason we're adding WebGL shaders now is because of the EXE exporter. With Awesomium, WebGL is forced on for all computers. This means if you export your game as a desktop app, you can guarantee shaders will be available.

  • Another great summary as always, thanks!

  • We can't help with issues in third party plugins I'm afraid. You need to take this up with the plugin developer.

  • srealist - also runs perfectly here, no FPS drop anywhere.

    Performance is complicated. It's relatively likely there is no performance issue with your project, and something else in your computer is making Chrome miss VSync intervals or some such.