Ashley's Forum Posts

  • You should get in to the habit of only importing PCM .wav files to Construct 2. I've just recently added a relevant article to the manual on the Import Audio dialog which has relevant info.

    The AAC encoder supports the .mp3 format, but the Ogg Vorbis encoder does not support it, so it only gets imported as AAC. The article I linked to also describes how .m4a is a backup to an .ogg file (so .oggs take priority) which is why you can't select just an .m4a in the event system.

    Construct 2 could decode MP3 and re-encode it to .ogg but this degrades quality, and encoders are complicated, difficult to deal with, and if used in commercial software like Construct 2 sometimes incurs some hefty fees for us, so we just totally avoid it. You should use your own audio encoding software to decode your MP3 to .wav if you must, but it's really best to just import PCM .wav files all the time for everything. I nearly took out the option to import formats like MP3 at all, but I thought we may as well leave it in if the encoder is capable.

  • Have you tried using 'Simulate control Brake'? That's the name of the down arrow key.

  • Firefox has one of the worst garbage collectors of the major browsers AFAIK. Construct 2's engine is carefully optimised to create as little garbage as possible, but Firefox seems to still have a little trouble with it. I've seen Firefox running some games perfectly smoothly, though.

    Mozilla are working on an improved collector with what's called a 'generational collector' which performs much better. It's a few releases off, though - I think given a few months they'll have sorted it. Just growing pains for HTML5.

  • Here, because I read this forum, and have now read this suggestion :)

  • You can actually do this with a combination of other expressions:

    float(tokenat("1,3,5,7,9", int(random(5)), ","))

    where "1,3,5,7,9" is a comma-separated list of numbers and the 5 in random(5) is the number of items in the list.

  • Well, I think if you raise this on the Scirra forums, we're a competitor so I think you can predict the response... we think Construct 2 is better :)

  • Sound support on mobiles is pretty poor at the moment - I haven't done much testing on Android but on iOS it can only play one sound at a time and only seems to want to play sounds on user-initiated events like taps and touches, so the same might apply to Android.

  • Please see how to report bugs - it's really important to say your browser, because this is exactly the kind of thing that changes from browser to browser. Have you tried any other browsers and does it do the same thing on other browsers? It could be a quirk with just Firefox, for example, which implies it's probably not Construct 2's fault.

  • iPad should support .m4a, but it only plays one sound at a time. I think it also won't play anything unless it's a user-initiated event like touching the screen or pressing a button. We're hoping to find workarounds to some of these restrictions soon.

    You really shouldn't use MP3 at all for anything in games - once you get 5000 downloads you owe MP3licensing.com $2500.

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  • You should just import WAV files and Construct 2 will encode them to both OGG and M4A saving you the hassle of doing it yourself (M4A is only done on Windows 7+ though).

    Construct 2 considers Ogg Vorbis files to be your project's audio files, and the M4As are a backup to the Vorbis file for browsers which don't support Ogg Vorbis. So you need the Ogg file first to be able to select it for the Play sound action.

  • Reloading images is on the todo list, I didn't think people would need it as much as everyone's saying! So I'll try get it done for the next build or two.

    You can enable snap to grid for the layout in the ribbon. We're also going to extend this in future, but it should make it a lot easier to place objects aligned.

  • Scirra Construct Is Really Really Awesome.

  • Note: I'm retiring this thread now, since the SDK documentation is now online.

  • sqiddster - yes, sounds are downloaded on-demand and music is streamed, so both have a little latency. Sound effects are cached though so after the first once or twice they've played they should play instantly. People tend to have really huge sound effect files without looking at the filesize so I didn't want that to block the loading screen, especially if you've got your speakers turned off! So it loads them during the game, and you can start the ones you want loading immediately with the Preload action. That doesn't mean they're instantly available, they still have to download first.

  • What error exactly?

    The server sending the AJAX request needs to send the

    Access-Control-Allow-Origin: *

    HTTP header to allow cross-domain AJAX requests. Could that be the problem?