Ashley's Forum Posts

  • It can happen at any time. Each trigger runs at the moment it is fired, which can be during an event (e.g. like when the Function object triggers an event from an action) or before/after the event sheet runs. I deliberately try not to say specifically when triggers fire, because it could also be different across browsers (for things like input triggers). The only example you gave which is never used is parallel: if a trigger fires during events (as in the function example again), the running of events is paused, the trigger runs, then it resumes from where it left off.

    Is it important to you when a particular trigger fires?

  • This should definitely have made it faster since you're doing less work, so this is a very weird result, maybe share your .capx?

  • It's possible to extract a PNG of the current view... it could be made in a plugin, or otherwise I could build it in if I have time. One question is how you use the extracted PNG, do you want it to be downloaded?

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  • I know, it's for technical reasons... we can only support one version of Construct 2. Either our beta testers can't upload because their version is too new, or our stable users can't upload because their version is too old. In the interest of getting more testing done and supporting new features sooner, we went with supporting beta versions only. Ideally we'll support any release in future.

  • Thanks for the suggestions - many are already on our todo list, but I've added the ones that were not.

  • That looks like an interesting project, but I was speaking from an official point of view... we can't offer support for a third party exporter, plus since the codebase is different it is more likely there are subtle incompatibilities with existing projects. On top of that I doubt it will support any third party plugins or behaviors at all since the XBox can't run Javascript well.

  • Hmm, maybe the tutorial is wrong, was the hi-res screen only in the iPhone 4S? Or was it iPhone 4 as well?

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  • The platforms we can potentially make HTML5 wrappers for are:

    • Windows
    • Mac
    • Linux
    • iOS
    • Android

    There's also anything PhoneGap Build supports which includes Windows Phone 7, but it doesn't support touch events properly which makes it difficult to use. I've been meaning to check out some of the other platforms PhoneGap supports, but just haven't got round to it yet.

    Everything else seems unlikely to allow it for technical reasons. For example the XBox simply does not support running Javascript from games. Another HTML5 game engine ImpactJS tried, using a special .NET library to run Javascript: http://www.phoboslab.org/log/2012/04/javascript-on-the-xbox-360

    Result? 3 frames per second. So that looks like a dead-end.

    My preferred strategy is to wait for the next generation of consoles, which should appear in the next year or two. Since Windows 8 is making a big deal of supporting HTML5, it seems reasonable they might also support it in the XBox 720 (or whatever they call it). Other consoles might also support HTML5 themselves. Before then, I don't think there's anything we can do.

  • It sounds like an installation conflict. Have you installed any software recently? The preview server has not changed at all over the past few C2 releases so if it broke I doubt it is a change in C2, it must be something else on your computer...

  • All plugin and behavior developers:

    The new CocoonJS exporter and upcoming directCanvas exporter may need changes to third party plugins/behaviors. In theory, existing plugins should work without modification because the wrappers still run Javascript. However, in practice, some changes may be necessary because they are not based on a full browser - they just simulate one. There may be features missing or working slightly differently to real browsers. This could cause your plugin to break, or worse, prevent the entire project from running at all.

    Simple plugins and behaviors which are logic-only (only make calls to C2's engine) should be fine. However, any plugins which use browser features, such as any DOM calls, use of Image() or Canvas() objects, or controls like listboxes or input fields, may not work or may need changing. Also note anything using jQuery will not work because jQuery is not included in these exporters. The official Button and Textbox plugins are disabled for these exporters because there is not currently an easy way to get them working.

    Please test your plugins and behaviors work when exporting to CocoonJS and (when it comes) directCanvas. This is important to prevent users who use your addons finding their projects are broken in CocoonJS or directCanvas, and if the problem is caused by third party code we can't officially help them.

    Thanks! If you have any questions please ask them in this forum and we'll do our best to help. We may also need to collaborate between ourselves and appMobi and Ludei to get features added that popular third party addons use so we can improve overall support for Construct 2.

  • Error 1114 in the initial error message is ERROR_DLL_INIT_FAILED, "A dynamic link library (DLL) initialization routine failed". This sounds like a Windows installation problem maybe... has it ever worked or did it recently break? Can you provide more details about your computer hardware, setup, OS version, etc?

  • shaileshm, your pictures still show port 5000. This will definitely not work. It has to be 50000! Have you tried going through the troubleshooting I linked to with both the preferences and firewall set to port 50000?

  • It's not the latest release, you need the latest beta release to upload to the arcade I'm afraid. It's currently r89.

  • We've done nothing but optimise C2 over the past few releases, so I would expect the performance would be the same or a little worse in r74 and earlier. However usually the browser isn't fast enough anyway, have you tried CocoonJS for Android in the latest beta?