Ashley's Forum Posts

  • I'm not sure what you mean. Can you post a .capx?

  • — - yikes! Your project has 'every tick - preload' and loads a tonne of audio files every tick! Browsers have pretty fragile audio support at the moment and code like that ("please download 40mb of audio files 60 times a second") is exactly what seems to break the browser completely. I've spent a while debugging it but I can't find anything I can do to make this code work, it just seems to choke the browser.

    I tried making it only preload on start of layout, but it didn't help - I think preloading everything on startup is enough to choke the browser. Why do you want to do that anyway? It'll just waste bandwidth, since you got the user to download everything even if they just want to play 1 track. This is exactly the situation you *don't* want to preload anything, streaming on demand from the server is just fine.

    Anyway if you delete all those preloads it seems to work. I've tried improving stability for preload, but I couldn't fix it completely with all those preloads on, and I have the feeling it's a browser problem. So I think the workaround is just to delete all the preloads, which makes more sense anyway.

    Yann: I don't think I've ever seen the MoonShield .capx file - can you send it to me with repro steps for what's broken?

  • What was the name of the PNG file and what was wrong with it? As I said I'd like to be able to prevent this happening again in future...

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    Free with no adverts is asking too much really. You can't get quality hosting for free!

    I'd really just pay for the most basic package for some hosting company, it shouldn't cost significantly more than the domain name and then you really do get quality ad-free hosting.

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  • Which browser plugin, out of interest? The context menu is blocked using ordinary javascript (oncontextmenu="return false;"), nothing special.

  • Nope, your correctly blocks right click for me in Chrome, Firefox and IE. Maybe you have some browser plugins that are breaking it?

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  • I can't reproduce this at all, the latest build never shows context menus in any mode for me. Maybe you can post your .capx file?

  • Already on the todo list! We'll be adding filtering options like those in the Object Bar to the event system dialogs in future.

  • I understand the concerns here, but nearly everything comes down to one point: Scirra is a two-man team and we have limited time and resources to work on things. This is why there is no EXE exporter yet, no EDK (Exporter Development Kit) yet, and why we can't implement every single thing everyone suggests (even if we'd like to). The Construct 2 editor isn't even finished yet. The image editor has no tools. There's no Families system. The manual isn't done yet. I think it's ridiculous for such a small team to engage on huge, complex engineering projects like the EDK or other runtimes when such big gaping holes are in the editor itself. We want to do all this stuff. We just haven't got round to it yet. In the mean time we have to brutally prioritise and that means a lot of nice stuff that we'd like to have is pushed back if there's any conceivable workaround - we focus mainly on things which are truly impossible without additional features.

    As for an EXE exporter, it has four massive disadvantages that make it much worse than sticking to the HTML5 exporter:

    1) it only runs on one or two desktop platforms (Windows and Mac would be the likely candidates), versus HTML5 that simply runs everywhere.

    2) you have to jump through a bunch of security warnings to launch the game, versus having it load straight in the browser. The security warnings are justified because it's easy to make malicious EXEs, but extremely difficult to make malicious web pages.

    3) it fragments the plugin ecosystem. Plugins and behaviors can be easily written in notepad and javascript. I expect most people are using a few third party plugins and behaviors. An EXE runtime requires that *all* plugins and behaviors are rewritten in C++, which requires specialist tools which are sometimes expensive, and needs knowledge of C++ which is a much harder language than javascript. Given the significant time and expense required from volunteer developers, the end result is probably many third party plugins and behaviors are simply not ported to the EXE runtime, which means you can't port your game to the EXE platform anyway. This will probably continue to be a problem forever, making porting really difficult for everyone and a constant thorn in our side. We want to avoid this situation at all costs.

    4) the very limited efforts of our tiny team, which are already stretched to breaking point, are stretched even further with a coding project that will probably take at least 6 months to reach maturity, when the editor isn't even ready yet.

    As far as I can tell the EXE exporter has a single advantage:

    1) performance is a little better.

    The EXE exporter is not off the cards. It would be an interesting project in the long-term future for better perfomance on desktop systems. However, I think the demand for it at this early stage is unjustified: HTML5 can do almost everything an EXE game can, so there really aren't any significant features you get that you don't get in HTML5. It's literally just a bit faster. Nobody in this thread has been able to point out anything compelling about an EXE runtime that HTML5 can't do, and as above, there are four really big and serious disadvantages that really far outweigh having it run a little faster.

    To those suggesting an EXE wrapper, this still gives you disadvantages 1) and 2), and you don't get the single advantage of slightly better performance, so it seems to me to be entirely worse than just using HTML5. I don't understand why anyone wants something worse than HTML5. OK, there's a small case to submit to stores like Steam, but if you've made a game worthy of Steam, isn't it straightforward to get something like Awesomium working yourself? You don't need it built in to Construct 2, you can already take advantage of it in your own time outside of C2.

    — - I think you misunderstand how the offline support works. C2 games cannot run on the file:// protocol due to security limitations, but work fine on the http:// protocol even when offline thanks to C2's offline support. The error message that appears is due to the file:// protocol only. As far as my own testing has shown C2 games work perfectly offline thanks to the HTML5 appcache. People aren't really accustomed to going to visiting web pages on http:// while offline though, so this is only really noticable at the moment with iOS web apps and Chrome Web Store apps.

    FireLight - Flash export still has disadvantages 3) and 4), and to some extent 1) because Adobe have ditched Flash for mobile, and is rapidly being replaced by HTML5 on the web anyway, so I see no reason to develop for it at all.

    In short it's just a case of:

    • we're a tiny team,
    • we want to do a lot of this stuff,
    • but we can't do everything at once,
    • it's early days for Construct 2 (it was first released publically in February) so the gaps are noticable.

    Hopefully that explains our position a bit better :)

  • Looks like a bug, so moving to bugs forum for later investigation.

  • How about using the UID? inst.uid is exactly that, a number Construct 2 assigns to each instance on creation which increments by 1 each time.

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  • FireLight, can I ask why you don't want WebGL on? It pretty much makes your game faster and that's it.