Ashley's Forum Posts

  • OK, will try to get something in the next build.

  • R0J0hound is right, the texture size affects memory usage and not runtime performance.

    The power-of-two thing is annoyingly complicated: on desktop, you can probably forget it completely, almost all desktop computers now can support non-power-of-two textures. However, mobiles and tablets have weaker, simpler hardware and might still internally use power of two, but you can't easily tell, because the graphics card can make the support invisible (it will pretend it's using a non-power-of-two even if behind the scenes it's using power of two). TBH, I'd forget about it, it's a pain - just test your game regularly to make sure it works on mobile and you'll be fine.

  • Canvas 2D does not support this. However, if you make sure WebGL is enabled, you can switch between Point and Linear. Unfortunately IE9 doesn't support WebGL so you're stuck with linear.

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  • It's because audio still isn't well supported on the web:

    HTML5 audio has glitches, high latency and bugs, and isn't supported well on mobile

    Web Audio API only works on Chrome, but has different tradeoffs, like you don't seem to be able to set the position of a currently playing sound

    PhoneGap and AppMobi provide other APIs to play audio, but they are limited to simple "play sound" functionality.

    Basically, there's still no widely supported decent audio library for HTML5, so we're stuck with limited features for the time being.

  • The physics collision mask didn't update when the animation changed in r77 - this was a bug and was fixed. However, there's another bug that whenever the collision mask is updated (e.g. changing the object size or, now in r78, changing the animation frame) then all joints are broken. Sorry, I'll try and get that fixed for the next build :-\ in the mean time don't try to work around it by creating joints more than once, otherwise when it's fixed you'll end up creating multiple joints which will probably break the physics engine.

    TBH animating objects with the Physics behavior isn't a good idea, because changing to an animation frame with a different collision mask enables glitches where the object is suddenly stuck inside another one due to the different collision shape.

    A good workaround in the mean time might be to use invisible objects with the Physics behavior, which never change animation frame. Then, place your animated objects on top.

  • No, there isn't - but it makes me wonder, are you exporting a lot? Is it because you export regularly or do you just think it would be a bit more convenient? You shouldn't need to export a lot if you use Preview on LAN, for example.

  • — I'm afraid you should take it up with the plugin developer, it's not our code... we haven't changed the SDK for a long time though, so they must be very old plugins!

  • Can you post a .capx? I just tried changing the time scale in Space Blaster, and it works fine, all the animations change speed with the time scale.

  • Hmm - IIDs used to index in to the SOL, so you used to be able to say Self[0].X and Self[1].X, etc. But I changed it to not work in the SOL because there are other situations it doesn't work. I guess we need both, as well as UID indexing.

  • Are you exporting in fullscreen mode with the Touch object in your project? In this case it should automatically block any touches from swiping the page. If you don't run in fullscreen mode it assumes the game is embedded on a HTML page with other content and lets you still swipe the page. Also, in fullscreen mode, Construct 2 automatically adds those viewport tags to keep the viewport fixed.

    Also, what device are you testing on? iOS works fine, but Android 2.x has some issues where you can still swipe the page, because the Android browser does not currently properly support multi-touch.

  • I'm afraid we can't give ETAs on any features!

  • It's nothing against the Function object itself, it's just we won't add any old plugin to the Arcade unless we've done a security review, and then it is complicated to keep them up to date with the latest versions and so on. We don't have time for that right now, but we hope to be adding an automated third party plugin system soon to fix that.

  • Thanks for the feedback bhavanvaishnav, always interesting to hear from new users!

    Kyatric has posted a most excellent summary of how to handle individual picking. We're aware it can be a bit tricky sometimes so if you have any ideas on new features to simplify this we'd be happy to listen, but it should at least be possible (if cumbersome) to do everything with subevents and the advanced picking tools at the moment like Kyatric showed.

    We have a very big todo list with lots of things still to add to C2, so we hope its power and the polish you can add to games will continue to increase with time!

  • We have a big todo list for C2, we're hoping to add things like the image editor tools soon.

  • Pode is right, changing the WebGL setting will have no effect on iOS, because it doesn't support WebGL at all! It will always use the same canvas2d renderer. Use the 'renderer' system expression to show which renderer is in use.

    See Delta-time and framerate independence to make sure your game runs at the same speed regardless of the framerate.

    See Performance Tips for general advice on getting the best performance.