Ashley's Forum Posts

  • We have plans to do this, but we're working on the technical stuff first. Both CocoonJS and directCanvas have some issues that currently make them unsuitable for publishing. It's being fixed, but once it's game-ready we'll be making noise about it.

  • Try uploading your .capx to DropBox, a free file hosting service. Put it in the Public folder then 'copy public link'.

  • Hi all,

    Thanks for all your hard work making plugins and behaviors for Construct 2! You're helping make Construct 2 the best game editor out there.

    Usually I'm too busy to spend much time on the SDK, but I thought it would be wise now that a stable build has just gone out to take some new suggestions. What are you most missing from the SDK?

  • It's pretty complicated. It's been on the todo list for a while with 50+ other things like it. I'll get to it eventually!

  • 1) Try using the WebStorage object. It should work for apps too.

    2) Multitouch should work fine using the Touch object on iOS.

    3) Are you asking if there are any known issues? As far as I am aware, fullscreen mode on Firefox and Chrome works great. You might find this blog post interesting.

    4) There is no limitation on the size of a layout. Bigger layouts don't use more memory or processing power, only adding more objects does.

    5) Project Blaze Zero and Space Blaster should both be playable on iOS' browser. We didn't make Project Blaze Zero, but check out this touch-enabled version of Space Blaster:

    http://www.scirra.com/labs/sbmobileweb4

    I get 25-30fps on my iPad 2, perfectly playable. Unfortunately there's no sound because Safari on iOS basically doesn't support audio! That's partly why we're working on appMobi and CocoonJS support, which are possibly even faster and also support audio.

    6) Complex games are perfectly possible. Try playing Airscape.

    Hope that helps!

  • You can organise your objects in to folders (in the licensed edition). How about putting all your rarely-used objects in a folder named "rare"? Then they only take up one icon in the dialogs, and you can still find them if you need them.

  • Oops! Will try to get fixed for next beta.

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  • This is not a bug. As the 'Compare values' description says, it does not pick any objects, it just retrieves and compares two simple numbers. If you use an object in an expression it only picks the *first* one, it will not check any other instances at all.

    Solution:

    Fishes: pick nearest to Guy.X, Guy.Y

    System: Distance(Guy.X,Guy.Y,Fishes.X,Fishes.Y) <= 130

    -> Set exclamation position

    Else

    -> Set other position

    This works because it picks the single closest instance, then checks if that is near enough.

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  • Are you exporting with directCanvas enabled? Some features like this one don't currently work in directCanvas mode.

  • Web Fonts are not actually cached in the offline.appcache file... it's something I've been meaning to fix, but it's a little complicated. If you manually put the URL to the webfont in the offline.appcache file it might work. It's a known problem though.

    Blacksmith - there are actually different storages involved in the browser, it's not all just one big cache. It goes something like this:

    Ordinary document cache: stores HTML of recently visited pages, and cleared when the user hits 'clear cache'.

    App Cache: stores files for Construct 2 games so the next time you play it loads instantly. *Not* cleared by pressing 'clear cache' - in fact there is no obvious way for the user to remove this at all.

    WebStorage: stores data from the WebStorage object. *Not* cleared by pressing 'clear cache', like App Cache it's difficult for the user to manipulate. It's also commonly limited to 5-10mb.

    The main problem is usually just the fact it's locally stored - so if you switch browser or computer, you can't get your data. The best way to solve that is store it server-side and use the AJAX object to communicate with the server.

  • SplashHunt, can you share your .capx file that doesn't perform well? appMobi might be able to improve it.

  • We've had better tile support on our todo list for a while now... just loads of other things to do!

  • Hmph, it's a bug in Google's Closure Compiler. Reported: http://code.google.com/p/closure-compiler/issues/detail?id=730

    The workaround in this case, strangely enough, is to include the Sprite object. That will reference the variable the minifier is screwing up and then should work correctly.

  • Please see how to report bugs. Can you share the affected .capx and your full system spec?

    Also I'm not clear on exactly what the problem is: is it the editor that runs slowly, or the game? Is it only the game that runs slowly while you're also working in the editor?