Ashley's Forum Posts

  • I can't reproduce any issue - I don't see the object flash. However in the code I noticed when you change layout it goes:

    On start of layout -> tick behaviors -> run events -> draw

    I've changed this to

    tick behaviors (old layout) -> On start of layout (new layout) -> run events -> draw

    for the next build which I think should resolve the issue. 'On start of layout' definitely runs before *anything* else, before any events and before any drawing, so I don't know why you'd see the sprite flash for a tick.

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  • Hmm - try running regedit and deleting HKEY_CURRENT_USER\Software\Scirra\Construct2. That will reset all dialogs to default positions. Does that help?

  • It's a graphics card driver bug. Update your drivers. Here's a blog post explaining in more detail.

  • There is literally one single reason old computers are slow, and it's drivers. That is it. Every computer mentioned here is more than capable of running these games fast with a modern browser. The only thing that can make a game unplayably slow is if the driver or graphics card is blacklisted by the browser maker, and then they switch to a really slow software renderer.

    This is not a problem with HTML5 itself, it's a problem with drivers, but it is still a problem. I blogged about it here.

    Please - before complaining about poor performance first try updating the graphics card driver. That is the most likely thing to fix it. Unfortunately it still does not always fix it, but it gives you the best chance of having a fast running HTML5 game. Unfortunately all your users have to go through that too. But this is not a problem inherent with HTML5: it's solely graphics card maker's fault, for doing a really crap job making unstable drivers. Browser makers don't want your PC crashing as you browse the web so would rather turn off unstable drivers than use them. It sucks, but new computers, or computers with up-to-date drivers, get hardware acceleration then run fine. It's not because new computers are more powerful, it's *just* because new computers have more stable drivers, and old computers tend to have unstable drivers which get disabled by the browser.

    t is a hassle and surely much harder than installing an EXE game on a computer

    I've argued this to death already, but I genuinely do not understand this at all! So downloading an EXE, going through security warnings and having it only work on one platform is more convenient than just visiting a URL like any other website and the game is already running? Surely not!

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  • Looks awesome! :) Let us know how it works out.

  • Runs just fine with a steady 60 fps here. Would be helpful to know the browsers/graphics cards/OS/WebGL support of any machines with performance trouble. Updating their graphics card drivers may help too.

  • Construct 2 starts its own HTTP server for previewing, and it only supports GET requests. So if for example in preview mode you POST some data to the localhost server, you'll throw up that error. There's actually a whole bunch of HTTP "verbs", ranging from OPTIONS, HEAD, PUT, DELETE... none of them are supported.

    Since it seems to have annoyed a few people I've simply removed the check from the next build. The server will return 404 not found for any non-GET requests.

  • You can use the runtime wait_for_textures, but it only works in the object type constructor, which runs just before the loading bar appears. During runtime you can't use it.

  • You might find this thread relevant.

  • I think you can just leave it blank.

  • Yeah, it works for everyone else, so it would help us check if you did something that breaks it.

  • Just want to throw in that you can include all your common events with an event sheet include. Then, you can add any level-specific events for each layout beneath the include. For example, just a single event to go to which ever layout you want to be the next one when the level's complete.

  • I looked in to Awesomium recently, but I found the performance to be really bad - it got 30 fps even with simple demos, and did not support WebGL last I checked. Maybe they don't support GPU accelerated canvas either. I concluded it wouldn't work because it really was choppy and slow. No Web Audio API either.

    On the other hand Mozilla are working on another project which sounds much more promising - WebRT (Web Runtime). It's still experimental but you can create desktop apps in HTML5, with shortcuts on your desktop and stuff, and a custom window (none of the address bar/forward/back stuff). Currently you need Firefox installed for it to work but they're also working on a standalone version. IMO that will be the best way forwards for desktop exporter. Alternatively Google might improve Chrome Web Apps to run from desktop too - if you've tried it they already can launch in their own custom window without browser UI, but can only be launched from Chrome.

    As for AppMobi we're well aware we need to improve things on mobile. So for the next couple of releases we're going to focus on that.

  • I don't know if many of you are in to the old point-and-click adventure games from the 90s, but a new one is being made by Double Fine productions. They just raised $1m on Kickstarter in about 24 hours.

    http://www.kickstarter.com/projects/66710809/double-fine-adventure

    Thought this might be interesting to some :)