Ashley's Forum Posts

  • Construct 2 needs a new alternative to Solid - Classic called it "platform" and it's a solid you can jump on to from beneath.

    However that name would conflict with the "platform" movement! Any ideas what the attribute should be called to not conflict/be confusing with the platform movement? :P

  • No, not really, what are you trying to do though? If you give us a general idea what you're trying to achieve there may be good alternatives we can suggest.

  • I think it's possible, it's just not particularly easy. Do many people use SVG graphics for games anyway? I thought most games used bitmaps. Another problem is it's not as simple as getting it in the canvas - the editor should have good SVG support too so you can accurately preview what you've done, and that's tricky too. TBH it's not high on our priority list.

  • You need server-side scripting which requires technical knowledge and your own server. It's not entirely straightforward, but we will be looking in to ways to solve this in future.

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  • I do read all suggestions but right now we don't have time to work on anything which has workarounds. In other words we're prioritising things which are otherwise completely impossible. All three of these can be worked around:

    1) Just set up a square collision mask with a bit missing

    2) Invisible sprites as 'detectors' has been a standard technique since Classic

    3) I don't think the engine really supports this, it's up to you to make your game logic do what you need it to.

    So I do appreciate these may be genuinely useful, it's just there are things like Families on the todo list which are making it extremely difficult to make large projects which is quite a severe problem, and these are minor problems in comparison (IMO).

  • I was going to add "black bars" as another fullscreen mode (scale + bars) so hopefully that would fix it.

    As for HUDs not scaling, that's kind of a bug, I made the HUD not scale at all in the tutorial because it's not really supported. I'll see if I can fix that for a future build.

  • It should work correctly, 2Bdigital could you post your .capx file?

  • Scaling and resizing mean the same thing... if you mean using a point filter, that might work, but only if the game itself is also set to use point filtering - if linear filtering is used anywhere it will still look blurry.

  • cow_trix - WindowWidth, WindowHeight.

  • Really? It should have worked fine because then it's using exactly the same 2D renderer as the last build!

  • You can just disable minification for the time being to work around it.

  • Can you post bug reports with examples? I had it working fine a couple of months ago, but due to some other reports I had to tweak it a bit so I probably accidentally broke it.

    If you get crushed by a block in C2 getting stuck is by design. CC would *always* try to push you out, and that sometimes meant the player teleporting a long way through a thick wall which could ruin games, so now there's a maximum push-out distance before it gives up and leaves you stuck. I'm not sure what else should happen if the player gets crushed by a solid!

  • Did you get my PM Dobandon?

  • kiyoshi, that's what I meant in my post :) The engine will scale it up to the next power of two size for you. It's already done for the next build, it's a simple few lines of code, but it does have the side effect that it looks a bit blurry compared to if it didn't have to scale it up. It's a limitation in WebGL itself - they want to make sure it works identically even on old mobile phones with low-tech graphics cards.

  • Are you on iOS 5? vtrix said the framerate was fine on that. iOS 5 is much faster than iOS 4 so you should make sure you try it on iOS 5. It's neither Construct 2 nor HTML5 that is at fault, it's probably just that iOS 4 is slow.