Ashley's Forum Posts

  • Is it that annoying? You just need one unused layout in the project where you dump a single instance of every object in your game, then you never need to worry about this.

    It's kind of a quirk of the engine because if you create an object and there are no instances anywhere in the project, C2 doesn't know what to use for the object properties. It's one of the things on the todo list for a long time but I thought it was minor and it's a little tricky to fix.

  • Geo, you got it, that will do the job. Sorry, won't be necessary any more in next build :)

  • gndwestwd: check for browser errors and you'll see all your images come up 404 not found. Looks like you forgot to upload the Images directory.

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  • Xavier, what was the reported line number? Any chance you can share the .capx?

  • Have you seen the manual entry on Performance Tips?

    Especially this bit of advice:

    hen targeting mobile devices, you should aim to design significantly simpler games to ensure a good experience. Test on mobiles from the very start of your project to avoid any surprises

    Your computer is 10-100x more powerful than your phone, so it's unwise to design a game on your computer and hope it will run the same on your phone!

  • Construct 2 is a 2D game designer, so I'm not sure what purpose Mouse Lock has for 2D games? Got any ideas?

  • nemo: WebGL doesn't have security issues, that's just Microsoft propaganda.

    I did run some tests on IE10 and it's a bit faster than IE9. No WebGL still, but it's about on par with Chrome's 2D canvas, which is still 2 to 2.5 times slower than WebGL. To be honest, unless you have thousands of sprites on screen at once you probably won't see any performance difference, but when we add WebGL shaders they won't work on IE10.

  • I'd rather people just use separate FTP clients since implementing FTP can actually be rather difficult - notice many FTP clients have long and complicated lists of options, and internally they have to deal with many different types of server as well.

    Can't you just leave your FTP client running and drag-drop the exported files in to it?

  • When you import images of any format Construct 2 re-saves it as a PNG using a default stock encoder which doesn't do many optimisations, because it's not as important for your project to be small, only the final exported project needs to be as small as possible. Also if you change an image at all in the editor (e.g. flip or mirror or any tools when we add them) then it can't re-use the original image anyway, so it would be very brittle to try and make Construct 2 always use the exact imported file.

    Instead everything's run through image recompression on export to squeeze files down to the minimum size. I would be surprised if, on export, you could beat the compression done by Construct 2 - we've paid to license some specialist tools for the process, and it will do things like count the colors and switch to PNG-8 for 256 color images, and then try multiple PNG compression strategies and pick the best one.

    However, if you can beat it, you can safely paste over the exported image files.

  • qster: Firefox 11 supports looping, out in a few weeks.

  • Hi all,

    I've found a slightly updated version of Box2D that ought to be faster and reduce the garbage collection overhead. This should help reduce pauses or stuttering in complex physics-based games. I've done some of my own customisations and the final script after export should come out smaller too.

    However since it's modified it might not work exactly the same as it used to. If you could give it a spin and give me any feedback on performance, GC pauses and functionality, that would be great... it worked fine with all the Physics demos I've made, but I don't want to slip a big change like this straight in to a new build in case it breaks lots of games.

    Here it is - back up your old runtime.js for the Physics behavior then try pasting this one in:

    http://dl.dropbox.com/u/15217362/physics-refactored2.zip

  • Oops... you can work around this by adding the following javascript to the exported HTML:

    function log(str) {}

    ...or just go back to r80.2 for the time being.

  • Probably this bug

  • The plugin-making language is javascript!

    With all plugins written in such language, even if it were to be a custom language developed by Scirra, a tool could be created to convert said plugins to the native language of the exporter, maintaining the plugins compatible across runtimes.

    All official plugins and behaviors are written in Javascript, just like all the third party ones, using exactly the same SDK. This means we could in theory port them with the V8 javascript engine - but that doesn't run standalone on some platforms like iOS, where the only way to run javascript is in a browser. On top of that V8 is a "pure" javascript engine with no features like rendering, audio, HTML, form controls etc. and many existing plugins and behaviors have dependencies on there being an actual browser there with those features. So it would still be difficult to port.

    Doubtless browsers will get better on all platforms over time, and the situation will get better.

    TBH rewriting everything to another language in any capacity is off the cards - for the time being at least - there's no way we could possibly pull it off. However, there are lots of other good ideas here like a central plugin service which we've also been thinking about ourselves. Hopefully we can come up with things like that in feature to resolve some of the other pain points.

  • From reading their forums, GameSalad are currently undergoing a major effort to remove all Lua from their engine, because it's far too slow.

    Isn't Javascript that "agnostic solution" anyway?