Ashley's Forum Posts

  • I've already looked in to DirectCanvas (the thing which speeds up HTML5 games), but coding for it is a nightmare. For some reason it isn't backwards compatible with existing code. Using it means a lot of work, possibly changing all rendering code, and it looks likely it'll break any third party plugins that draw. It's not enabled by default so using AppMobi right now doesn't get you any extra performance over PhoneGap. I tried to get them to explain why they did it like that but they just said it was the only possible way. It certainly doesn't have to be done like that on Android, so I'm not sure what's going on. Overall I was pretty disappointed, so we've been looking in to alternatives, but the state of mobile is tricky to say the least.

    It's possible some hacks may get better performance, but I was going to focus on Android 4 when it comes to my phone (due this month). Also, I think mobile performance is a problem time will fix, since I'm sure hardware-accelerated canvases and WebGL are on their way for mobiles and tablets - they're just a little behind the desktop tech. Being a small team we can't really afford to spend ages on hacks that might not work, but I think porting DirectCanvas to a PhoneGap plugin would be an interesting place to explore next.

    I tried a little side-project recently called WebGLGap which was a PhoneGap plugin that aimed to enable WebGL for Android. It worked, but was slower than Canvas 2D! I think it's Android's javascript engine is terribly slow at the moment and negates the performance benefit! So I hope that shows we're aware of the performance issue, and we are trying things, but it's a very difficult area - there are no easy fixes, it looks like all of the options will involve lots of work.

  • Now it thinks you've been continuously visiting the site for about 3 years... lol, funny bug, I'm sure when Tom sees this he'll be able to sort it out but I'm afraid you may lose some of those badges <img src="smileys/smiley17.gif" border="0" align="middle" />

  • joelsandberg - the 'black' option is opaque and moves the canvas down beneath it so it doesn't get overlapped.

  • From the manual:

    b]X

    Y

    Return the position of the mouse cursor in game co-ordinates. This is (0, 0) at the top left of the layout. It changes to reflect scrolling and scaling. However, if an individual layer has been scrolled, scaled or rotated, these expressions do not take that in to account - for that case, use the layer versions below.

    X("layer")

    Y("layer")

    Return the position of the mouse cursor in game co-ordinates, with scrolling, scaling and rotation taken in to account for the given layer. The layer can be identified either by a string of its name or its zero-based index (e.g. Mouse.X(0)).

    i.e. use Mouse.X("Layer 0") and Mouse.Y("Layer 0").

  • Thanks, think this is fixed for the next build now.

  • Oh right lol, well you can just edit it in to the exported index.html. It only affects Apple devices so I'm not sure about adding UI for it in Construct 2- we could end up with loads of random settings for different devices. I prefer to keep only settings that apply to all devices in the editor.

  • Ah, the spec for page visibility is still being worked on. I've fixed it for the next build: it will work in Chrome, but Firefox support isn't coming till Firefox 10, and IE support isn't coming till IE10. I wouldn't rely on those events for anything serious for the time being.

  • You must be pretty devoted because you've got 47 devotee badges :) cc Tom

  • smitchell - unfortunately not, we have to use the same code as everyone else, and Apple only provide those three options.

  • Apple don't let you remove it. From their documentation, check the options for apple-mobile-web-app-status-bar-style. You can choose either 'default', 'black' or 'black-translucent'. Your picture shows black-translucent, but I changed it in the next build to default to 'black' since the translucent bar can sometimes obscure UI at the top of the screen.

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  • 'Stop loop' should work correctly. Can you post a .capx of it not working? It will finish the current event though, it won't break immediately.

  • also, I haven't made a plugin yet with c2, but if it has all the options construct classic does you should be able to create undefined expressions that don't require the name be explicitly specified in the code, allowing the ide to accept anything as an expression name.

    That's not in C2 yet.

  • If you're planning to submit to the arcade you should definitely track the latest release of Construct 2, because when you submit a game to the arcade, it uses the latest version's runtime. So even if your game was made with r60 or whatever, if you upload it to the arcade today, it uses the r74 runtime which might be a little different.

  • You need to remove the reference to the project in your .caproj file (which lists all the files in the project). I'll have a look at the email though in case its not that simple.

  • Closing as resolved by email.