Ashley's Forum Posts

  • It is relatively difficult to call another object's expression, because you need:

    1) an instance to call it on - you don't pass any instance, so 'this' in the expression method is not set and ends up being the global scope. Since the method uses 'this' to refer to the object instance, the method fails and causes the javascript error.

    2) as rexrainbow mentioned you need to pass a 'ret' parameter in order to receive the result. This is undocumented and you shouldn't really be doing this in the first place.

    Basically, the easiest thing to do is to copy and paste the code from the Mouse plugin.

  • jwjb - which folder are you saving to? Are you sure you have permission to access that folder?

    This error occurs if Construct 2 is unable to delete and then rename a file. So it is very strange if this fails. The most likely cause would probably be that you don't have full permission to access the folder you are saving to.

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  • jwjb - the tutorial involves importing 144 tile images. These are all saved in PNG-32 format by default, and happens to be about 9mb worth of image data. You can delete the unused tiles to reduce the file size, but to keep the tutorial simple it doesn't discuss that. If you make your own game and only import images that are actually used, it will likely be a lot smaller.

  • Set the text to: left(text, len(text) - 1)

  • We mentioned in this blog post we're aiming for a release some time in August!

  • It's been on our todo list for a while, hopefully we'll get round to it soon!

  • Have you tried the latest beta release r99? I think we made some related bug fixes recently, and they may not have reached the stable releases yet.

    Also, are you sure you're using the latest version of iOS?

  • kittiewan - just a heads up, this thread is a little over a year old and was posted before that tutorial existed or directCanvas was even released!

  • We won't remove PhoneGap because some people still use it to publish games, and in future when phone browsers are actually decent it will become a viable option for publishing again. It's just in the short-medium term it's unsuitable for publishing games and at the moment we strongly recommend publishing via CocoonJS or directCanvas.

  • It's an interesting library, but it's just a wrapper around WebSockets. It also requires setting up a Node.js server to talk to, so is not entirely straightforward to get working.

    It might be useful when we come to add multiplayer, but I prefer not to use third party libraries where possible and write our own. This offers the maximum performance and flexibility. If we used a third party game engine library, for example, it's unlikely Construct 2 would be anywhere near as fast as it is with it's WebGL renderer.

  • I don't think you actually want this! "Anything" includes the background objects, so would likely be true all the time, making it useless.

    Why not add all the objects you want to test for collision with to a family (perhaps name it "Floor")? Then you can test for overlap with any of the objects in the family with a single "Is overlapping floor" event. More information in the Families manual entry.

  • This is kind of splitting hairs, but in the editor an "event" is actually any row in the event sheet, which includes everything you can add to an event sheet (variables, groups, etc). Actual events with conditions and actions are called "event blocks". Really these are just the internal names though - usually people refer to event blocks as just events.

  • Newer versions of C2 generally improve upon the performance of prior releases. Are you sure you can measure a consistent difference and you didn't see a one-off result? (If another app becomes busy in the background, for example, it can make your game temporarily slow.)

  • mcduck - last I tried Chromium Embedded it lacked any GPU acceleration and was quite buggy, so Awesomium really does look like a much better option. I think it's license terms are perfectly reasonable too - it's free until you've made $100k!

  • We've announced that r100 will support exporting to iOS and Android via appMobi directCanvas and Ludei's CocoonJS - and both are currently available in experimental form in the current beta release. Have you tried them? They should bring native-like performance to your games. We do not currently recommend using the device browser or PhoneGap on mobile for the time being, because performance is usually poor (except Safari on iOS 5+ is actually pretty good, although PhoneGap makes it slow again), so those two options are the only ones you should consider for the time being. Considering we've also spent a lot of time optimising our engine, I think it will be highly competitive with native engines.

    We already support exporting to Windows 8 Metro apps as well, has anyone tried it? This means we will be ready as soon as Windows 8 tablet and phone devices start shipping, and when Windows 8 for desktop is released too.

    Apart from that, I'm not really reading any specific concerns in this thread. If anyone can point out any specific issues where they feel Construct 2 is falling behind, let me know and I can address them. I'm sure in the near future Construct 2 will be a great way to make mobile games so hopefully describing some of our future plans will help put some of the worry to rest.