Ashley's Forum Posts

  • Different browsers have different rules for which drivers they support. So you will get patchy support across different browsers if you have old drivers. Again, I highly recommend updating your drivers and this will likely enable WebGL for all browsers that support it. Unfortunately IE doesn't support WebGL, and Safari has it disabled by default.

    Browser Quest probably drew all their artwork at double/triple/quad size with the point sampling baked-in to the images. You can do the same for your projects to get around the fact different browsers resize images differently.

  • Take a look at the AJAX object.

  • We are actively working on desktop (EXE + Mac app + Linux app), iOS and Android exporters. See this thread, CocoonJS, appMobi.

  • Some other users have reported issues with Firefox not V-syncing as well as other browsers. It still gets a great framerate, it's just the V-syncing seems to have some issues. Hopefully Mozilla will have it fixed soon.

  • Point sampling only works when WebGL is enabled, for the time being (browsers don't currently support changing canvas 2D sampling mode, but support is coming soon). Use the 'renderer' system expression to show which renderer is being used ("webgl" or "canvas2d"). The main reason WebGL isn't used on desktop is the graphics drivers are out of date, so try updating them. Mobiles also don't use WebGL for the time being. Hopefully the situation will improve with time, I know it's important for many games but we just don't have much control over it right now.

  • They should come back, unless you made them global. Did you set their global property to 'yes'?

    Other than that sharing your .capx is useful so we can see what you've done.

  • Safari will always show its UI unless you add it to the home screen. Ran from the home screen it should use fullscreen.

    You need to add the Touch object to your project otherwise Construct 2 assumes it's a non-interactive canvas on a web page (e.g. for an advert) and will therefore allow all the default browser actions for touch input.

  • I'll take a look in to this for the next build, thanks for the suggestion.

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  • Just so you definitely know - we don't recommend you do translations, as the Preferences dialog says it's just for testing. This is because we may decide to change how the translation system works in future, and it would mean you have to re-do some or all of the translating.

  • As jimand notes from the manual, buttons and text boxes aren't actually on a layer. They float above the whole canvas. So I'm not sure it makes sense to add actions to move them to a different layer, nor to change their z order.

  • This is covered in How to make a Platform game. It's done a little differently in C2.

  • Construct 2 is not yet fully translatable. We do not recommend that you begin translating it. Please also keep to English on the forum as Kyatric explained, thanks!

  • A public todo list has been requested before but I don't want to publish it for a couple of reasons... it often changes at the last minute, things are randomly re-prioritised due to things behind the scenes, and everyone's got their pet feature they want to see developed first and I'm worried there will be a lot of "nagging" (or at least prompting from users) to see their favourite feature bumped up the list or completed.

    It's also difficult to take new feature suggestions because we already have so much on the todo list - we might not be able to get round to them for a long time. Thanks for the ideas and I don't want to tell people to stop being creative, but please be aware that last time I counted there were already 100 things on the list! So we generally try to do things the most number of people have asked for, or will benefit the largest portion of C2 users. Watch out for the "what's next?" polls we occasionally run.

    There are a few other technical issues as well: anything to do with CocoonJS likely has to be done by Ludei, not Scirra, but I know they are actively working on publishing solutions and improvements for Construct 2 as we speak.

    WebGL shaders is another tricky one: I personally would love to implement it because it's awesomely cool. However it's a significant amount of work, and ultimately it would not reach many users. Remember IE does not support WebGL, basically only Chrome and Firefox do - and then anyone with old graphics card drivers gets WebGL switched off as well. WebGL is hardly supported on mobile at all, and we have found unlike on desktop WebGL actually renders slower than canvas 2D, so switching on shaders to use effects will cause a big drop in performance before you've even shown an effect... overall, only about 1 in 4 desktop users would be likely to see the effects. Given the large amount of work it is, I think it would be best to postpone it for the time being. I'm sure support will be better in future.

    Other suggestions often have similar complications behind the scenes. Often it seems simple but in actual fact there are a great deal of factors to take in to account.

  • See Performance Tips. Using too many objects can reduce performance, so try to use several medium size ones.

  • Have you tried our Gamepad input plugin (beta)?