Ashley's Forum Posts

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  • It's been on our todo list for ages. We'll get to it eventually. In the mean time since this post was made you can copy, paste, edit, back, back, pick a new object, forward, forward, done. It's a few more steps than necessary but saves you re-typing each parameter.

  • The way 2D and 3D games are rendered is completely different, so advice for 3D games generally is not applicable to 2D games.

    Construct 2 does not let you make draw calls directly, so it's our job to minimise the overhead from calls in our engine, which we've spent a lot of time doing already. I think we've done a good job - with the WebGL renderer, even complex scenes can be rendered in a single vertex buffer.

  • Generally our attitude is that if something is trivial with events we will not add it as a native feature. We are trying to make a developer tool which provides you with the building blocks to do what you want - not a cookie-cutter engine which makes identical games. Especially in the case of pausing, that's already one action (set timescale to 0), so I can't actually imagine how we could make that any easier!

    We know many sites out there are Flash only, but we are a 2-man company and simply don't have the resources to rewrite our engine in Flash. Besides Flash has already been abandoned by Adobe on mobile so we're convinced it will by overtaken by HTML5 in future (if not already on mobile!). So I cannot see any good reason for us to do it at all since by the time we're done it could be totally obsolete. I'm sure in time Flash-only sites will move over to HTML5 - Kongregate already support HTML5 games, for example.

  • Thanks for the report. This turns out to be an extremely complicated part of the Construct 2 engine! However, I think I got it working for the next build. Hopefully it will be OK then.

  • Heh, weird issue. Fixed for next build.

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  • I'm not sure I understand what you're saying... have you tried renaming the object with a name like "se%C3%B1alador_fuerza" in Construct 2 to something else (avoid accented characters), then exporting and uploading again?

  • Fixed the issue with pressing Q. However not sure what you mean by the second point. All the shortcuts are right there, including delete and add event...

  • Thanks, should be fixed in next build.

  • This is not a bug, it is simply how a zero tolerance fill works. I might add tolerance in a future build, hopefully that will help.

  • I can't reproduce this any more in my dev build, so I think it's fixed. I think it was something to do with C2 incorrectly locking files after you imported them. Anyway, let me know if it's fixed in the next build.

    FYI duplicating animations to mirror them will waste a lot of memory and download bandwidth. You can use the 'set mirrored' action to mirror an existing set of animations much more efficiently.

  • Please see how to report bugs - it can take hours for us to investigate projects with this many events, and often the conclusion is it is simply a mistake in the events and not a C2 bug. We can't possibly spare the time - please try to reproduce the problem in a minimal new project.

  • Thanks, good catch. Every exported c2runtime.js is different so line numbers in that file are not useful, but we've got it fixed now so thanks :)

  • Ah, thanks, I see the problem now. I managed to track down a minification problem with the Physics behavior. Hopefully it's fixed in the next build.

  • aridale

    This sounds like an important bug that needs to be fixed, but you have not provided enough information for us to be able to fix it. Please see how to report bugs and let us know more information about the problem!