Ashley's Forum Posts

  • So it's like a search through the tokens? Would tokenIndexOf("foo,foo,foo", "foo", ",") return 0, 1 or 2?

    It sounds useful but I don't really want to end up implementing a full parser engine in system expressions! :)

  • The largest common monitor is 1920x1080. Why do you want a window size ten times bigger than the largest monitor? It'll never fit on the screen.

    Are you sure you don't want to make the layout that big and have a smaller window size? The window size is the size of the "viewport" in to the game, and the layout size is how far you can scroll.

  • We're extremely busy as always but I was going to try and get it built after the next Construct 2 release.

  • Oops, good find, will fix for next build.

  • Weishaupt: I mentioned in our email conversation that all images are decompressed to BMP when loading, because this is the only format they can be drawn in. PNGs, GIFs or any other compressed formats can't be drawn to the screen without decompressing it first. So the memory usage will be as if you took your .gif and saved each individual frame as 32-bit .bmp, which will probably add up to a few hundred megabytes - for one sprite! This is not really in the area of bugs that are to be fixed, it's more that the software wasn't designed to be used this way. What we really need is a video plugin (did someone make one?) so you can encode long animations as compressed MPEG videos which also draw much more efficiently (they don't keep all the frames in memory). This is the correct solution for that use case, but we don't have an official video plugin yet.

    As for your project that wasn't scrolling right, I'll try to take a look some time but I can't guarantee anything. You can do some stuff yourself to help narrow down the problem. If you disable all the system scroll actions in the project it might start scrolling to the 'Scroll To' object again. That tells you the problem isn't a C2 bug, it's definitely your system scroll actions overriding the 'Scroll To' behavior, which means you need to hunt down which of your events is wrong. If you enable the actions one by one you'll narrow it down to the exact action too! I would guess it's likely it's your events, because to be honest the scrolling code in C2 is really simple - it's hard to imagine what could go wrong with it.

  • If your game freezes whilst playing it, can you check for errors in the browser and paste them here?

    You can send the .capx to ashleyerx@scirra.com if you want me to look at it, but I think I'll need more detailed exact reproduction steps than what you've written.

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  • Weishaupt, you can use Wait in loops, the problem is most people do this:

    + Repeat 10 times

    -> Do something

    -> Wait 1 second

    This doesn't work. I've tried explaining this a few times now, but maybe one more time: 'Wait' actually means 'set up a timer to run the rest of this event in X seconds'. So if there's nothing after the Wait action it will have no effect at all. This event says "repeat 'do something' 10 times, then wait 1 second and do nothing 10 times". Instead what you usually want is:

    + Repeat 10 times

    -> Wait loopindex seconds

    -> Do something

    This works, because loopindex goes 0, 1, 2, 3... so each iteration waits a different amount of time. The end result is the action is run one second apart for ten seconds, which is probably what you wanted. In other words, the event says "starting from now, wait 0 seconds then do action, wait 1 second then do action, wait 2 seconds then do action...".

    You probably think of 'Wait' as pausing the entire game for an amount of time. It would be useless if it did that! The entire game would freeze while the loop was running. It's only useful to have it work this way round. I hope you can see how it works better now :) I'm not aware of any bugs in the Wait action, it's just people assume it means 'pause game'.

  • Try using this style tag in the page with the canvas:

         <style type="text/css">
              * {
                   padding: 0;
                   margin: 0;
              }
              canvas {
                   position: fixed;
              }
        </style>

    It'll remove all padding and margins, so the canvas should sit pixel-perfectly in the top-left of the page at its correct size.

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  • tulamide, hardware acceleration works on XP as far as I know. So everyone should be able to use hardware acceleration, XP isn't holding that back.

    I forgot to say, I got my stats off http://gs.statcounter.com/ which shows IE at about 38% right now. Different sources have different stats so I guess it's hard to know for certain. But according to StatCounter 11% is IE9 which has hardware acceleration, which leaves only 27% non-HTML5 browsers. Other sites might show slightly different numbers but I think it's clear HTML5 should be fast for the majority of users already.

  • Nice game, like the floaty movement :)

  • I think a much easier way might be to use the system 'Wait' action!

    + On some event

    -> Set ignoring input

    -> Wait 1 second

    -> Set not ignoring input

  • This has been on our todo list for a while now. We're doing families for the next release so maybe not the next release but hopefully some time soon.

    In the mean time you can replace logo.png in the exported directory to show your own image while the game loads.

  • Construct 2 makes HTML5 games which run in a browser, so having it come to PCs isn't enough, it needs to support HTML5!

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