Ashley's Forum Posts

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  • We're working on some EXE wrappers for the near future. Stay tuned!

  • It probably doesn't matter, as soon as you nudge one of the objects it likely has to process all 900 at once. You should find a way to make what you are doing without the Physics behavior.

    Edit: it looks like your game could fairly straightforwardly be made with the 8 Direction or Custom movements, with Solid behavior blocks, and it would probably run way faster.

  • Here's a recovered project again:

    http://dl.dropbox.com/u/15217362/konngam-recovered.capx

    Last time, the Keyboard object became corrupt.

    This time, the Mouse object became corrupt.

    I really want to fix this problem so it never happens again, but I cannot find what the problem is without steps to reproduce the problem! Anything you can remember you were doing before the problem happened would be useful...

  • 900 physics objects is far, far too many. See Physics Basics tutorial:

    b]Performance

    Physics simulations are very CPU intensive. It can take a lot of processing to work out the proper motion. To make sure your game runs fast, it's recommended that you don't use too many objects at once. Over 100 physics objects moving at once is likely to slow your game down. Also, phones and tablets have much more limited processing power than a desktop computer. If you're targeting mobiles, you should be very conservative, and try not to have more than 20-30 physics objects.

  • We're actually currently working on custom preloaders for the next beta release. Hopefully won't be long!

  • Safari has really bad audio support. There's not much we can do to work around it, except I recommend you use the 'Preload' actions to load sounds on startup to avoid the latency.

  • Well, I guess there is a case for supporting old browsers. But the practical side of it is we have over 20,000 lines of official javascript code (and a lot more from third party plugins) that would need to be carefully reviewed alongside compatibility tables for all the old IE versions, and hacks and workarounds added as necessary. I would not want to sell a broken product to schools and I don't think you fully appreciate the work needed to test and verify all features work properly with old, non-standards-compliant browsers.

    For example, does 'Fullscreen in browser' work? Does every combination of project and layout setting work? Does WebStorage work prior to IE8? (It doesn't.) Does XML parsing work properly? Do the form controls work? etc. etc.

    It is easy to wave away broken features. But suppose a school somewhere is using IE7 and wants to use WebStorage to teach client side storage vs. server side storage (as a random example). Oops, it doesn't work... they send us a support request, and if we officially support it, we're obliged to fix it. That could be a lot of work re-writing a plugin for an old browser when we're halfway through adding support for the latest features being added to browsers. Again, I predict there are countless issues where there will be technical issues like that. It's difficult for us to spare the resources to either fully test our entire engine on IE6-8, or to deal with support requests as they come up.

    Again, browser upgrades are free and should be relatively straightforward, and can be installed side-by-side with IE as a non-default browser so exact compatibility with their version of IE is preserved. I am finding it difficult to understand why this is such a huge problem for schools. If they are going to the bother of installing Construct 2 over computers site-wide, why not just bundle it with Chrome at the same time? They're already doing the work... then everything will work much better with C2 as well.

    By all means use FlashCanvas if it works for your needs, but us supporting it officially is a thorny issue that we'd prefer to avoid. We'd rather say: this software requires a modern browser.

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  • Which plugins and behaviors are you using?

  • IE9 definitely plays .m4a. Visit the URL:

    http://mcgraw-hill.faceyspacey.com/rocket-blast-3-v13/media.m4a

    It returns 404 not found. So I guess you just didn't upload the audio file?

  • Thanks, added to todo list.

  • It's not currently a priority, since it requires WebGL which is not yet widely supported (and not really at all on mobile).

  • I don't think it's specifically to do with families, it's that due to a bug the overlap condition would not test all combinations of instances. I've fixed it for the next build which I think fixes your example, but you should be aware of the CPU intensity of the number of collision checks you are requesting: if you have 75 spots checking overlap with 400 lasers, that's 30,000 collision checks per tick (1.8 million per second). You should definitely consider running that on a timer or finding some way to reduce the number of instances or collision checks.

  • These forums are not the place to discuss pirated/cracked software. Please get back on topic or we will close the thread!

  • This isn't actually a bug - when you click the intersection of the two objects, 'On Numbers clicked' runs with both instances picked. When you get an expression with two instances picked, it arbitrarily picks the first instance (which in this case is 'One').

    To fix it, just add a 'Pick topmost' condition after.

    Edit: solved before me :)