Ashley's Forum Posts

  • PhoneGap. We don't officially support AppMobi yet.

    Edit 28th Jan: now we do support AppMobi :) Sound works better on AppMobi, so that probably tips the balance

  • We're definitely going to support that the minute browsers do, but right now there's only a one-off developer build of Firefox that supports it - no mainstream browsers support it yet. Hopefully in a few months at least Chrome and Firefox will support it and then we'll make a plugin pronto!

  • Did I miss something? This thread is from last July, kind of old news.

  • Yup will do Kongregate plugin ASAP!

  • You can, just use something like:

    Is 30 degrees within angle(Player.X, Player.Y, Target.X, Target.Y)

    and

    Is clockwise of angle(Player.X, Player.Y, Target.X, Target.Y)

    tells you which side it's on.

  • 7Soul - Javascript is slower than native code so C2 will be a bit slower than that (10k definitely sounds like too much for JS to handle). However, I think it's very rare for games to need that many objects - so despite the lower limits most games should work fine in HTML5 I think.

  • Don't the Sprite conditions 'Is between angles', 'Is within angle' and 'Is clockwise from' help?

  • We won't support it officially until PhoneGap Build support it, and they don't seem to do Windows Phone builds there yet. I'll keep an eye out but let me know if you notice they've started doing it!

  • This is briefly mentioned in the manual. As always Kyatric has a great summary.

    TortoiseSVN and VisualSVN Server are a great combo - I use them to develop Construct 2! TortoiseSVN is one of the nicest bits of software I've ever used in general, not just in source control.

    I would highly recommend proper source control like SVN over Dropbox or just using shared files. Things like highlighting differences in files with a log of who changed what and when with the notes they made with the change is unmissable.

  • I wouldn't say Construct 2 is slow when WebGL is enabled.

  • Can Construct 2 save games as swf?

    No, just HTML5. HTML5 is going to replace Flash, it's just a matter of time.

    an construct 2 be put up on websites like miniclip and armour-games, or Mochiames or any other similar site?

    Not all Flash sites support HTML5 yet, but some do like Kongregate. Given HTML5 is going to replace Flash, this is probably also just a matter of time.

    have heard that construct classic has more addons and is more developed, can construct classic still make better quality games?

    Construct Classic is very buggy, we designed Construct 2 to replace it and fix its shortcomings, so I'd recommend you use Construct 2 instead.

  • Is that true? [out of beta]

    We have always been using an incrementing release number so we don't have clearly defined beta periods, but I guess now the early-adopter deal is over we are now out of beta.

    an it make .exe's or offline play yet?

    You can't make EXEs, but you can play HTML5 games offline.

    o with the standard edition how much games you are allowed to sell?

    You can sell as much as you like with the standard edition but as soon as you reach $5000 USD in revenue you must purchase a business license. (But you can use the money you just earned to buy it!)

    don't plan to sell games tough.

    Then not a worry, just get the standard license :)

    ow as for the sound effects, you can only make 12 sound effects, ambient sounds and music for your game?

    These are just how many sound effects you get provided with the bundle - you get some free sound effects, sprite packs, music etc. In all editions of Construct 2 you can use an unlimited number of sound effects, music etc.

  • First step - follow the steps in Ashleys release post about image compression, when i did this my performance must have went up around 400 percent (I guess those smaller images were able to be loaded faster)?

    I would be really surprised if this was the case because images are always decompressed to 32-bit bitmap in memory regardless of how they are saved. So using JPEG, PNG-32 or PNG-8 only affects the storage (filesize) and it will always be decompressed to 32-bit bitmap on startup, so there is no reason for this to affect the performance at all. I would expect you accidentally changed something else and that improved it!

    In my experience the main things that cause slowdowns are:

    • Physics behavior. It's really CPU intensive. You probably shouldn't use more than 50 objects with the Physics behavior.
    • Creating too many objects. If you make > 1000 objects you're probably giving the CPU too much work to do to keep a good framerate. A common way people do this is using grids of tiles made out of sprites. That's a really bad idea, it can add hundreds and hundreds to your object count, always used Tiled Backgrounds instead.
    • Not using hardware acceleration. Make sure the system expression 'renderer' returns 'webgl' since your computer may not support it even if you turn it on. Also, updating your graphics card drivers and keeping your browser up to date should help with that too.

    A rarer one is using too many loops, but you really have to use a lot of loops to hit the framerate.

    Can you tell us a bit more about your game, or show it to us, so we might be able to figure out what might be causing the slowdown?

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  • delgado, you probably used a third party plugin that is broken and does not work with the minifier. You should alert the plugin developer (there is nothing we can do about this)

  • eyeliner - that's still surprisingly difficult to do. Can you invent a system that is easy to automatically parse and has no ambiguities?