Ashley's Forum Posts

  • Will a web browser be able to play a huge open-world RPG, over a gigabyte in file size, aimed at computers with a minimum of 512mb of VRAM on their GPU

    Wow. That's a crazy big game for a tool like Construct. It's so big, an EXE exporter probably won't save you. You probably will have to use traditional programming tools to pull that off as an EXE, it's definitely far, far beyond what Classic can do.

    We aim for C2 to be able to make big games, but wow, I thought 100mb was about as big as anyone would ever get, ever.

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  • This is how PhoneGap works, which Construct 2 supports as of r65!

  • There is no space between sprites/tiles, but when Constuct renders them small gap appears.

    It's probably because you're scrolling to a floating point position (e.g. X = 2.5). Try enabling 'pixel rounding' in project properties.

  • That's weird, I've seen this bug before and have no idea how it happens. All you have to do is hit ignore then hunt through your objects for an object with a combo property that is blank. Click the dropdown and pick something from the list and it fixes it.

    How it ends up blank I don't know - I have checks in the editor to ensure nothing blank is set to a combo property, and nobody's ever reported that check failure...

  • Are you using the latest release (r65)? That fixed a common crash on save.

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  • It's weird they would say that, since the latest official browser version statistics show that 73.86% of users are now HTML5 capable.

    The thing is, that number is probably for all HTML5 technologies, which includes a lot of unrelated web-page features that doesn't really apply to Classic. For good Construct 2 support I would only really count browsers with hardware accelerated canvases, which stands at about 50% of the web right now. Still, it's only a matter of time - basically we just have to wait for IE8 to die then we're sorted.

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  • I don't think any of them support HTML5 yet. I got in touch with Kongregate and they told me they were working on it for the future, but the browser support isn't quite comparable to Flash yet so they hadn't made it a high priority. Probably just a matter of time before they do though.

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  • Can you provide the .capx file? (Save as single file) The .caproj is just a list of other files in a folder project, we can't open it on its own.

  • Auto-flip and auto-mirror only work in HTTP mode because browsers block the necessary features in file mode.

    Sorry - I think your best bet is to try and get HTTP working. Are you running any other servers on your computer?

  • You're just not quite thinking about this right. There's a big difference between game co-ordinates and screen co-ordinates. When you change an object's position you change its position in game co-ordinates. These are not the same as pixels on the monitor! All the scaling feature does is stretch what's in the game.

    So for example: moving an object by 100 moves it in the game by 100 pixels. On a monitor 1000 pixels tall, this is 10% of the screen. On a monitor 500 pixels tall, the scale would be 50% due to the scaling feature, so it moves 50 pixels on-screen, which is still 10% of the screen.

    The game happens independently of how it is drawn. Imagine you have no monitor at all! The game is still happening invisibly, and objects moving around in the computer's memory. Attaching monitors which display different parts of the game at different sizes does not affect those objects moving around in memory. So you don't need to worry about the scale at all when moving objects, or in fact in any of the game logic.

  • Again, I'm not committing to anything, I am not saying there will not be an EXE exporter. My main point is if HTML5 has the same performance and features as the EXE exporter, why is it necessary? The Steam API is a good point and I'm sure something can be figured out there. I've been trying to think aloud to share my ideas with you. As I said, it's unlikely HTML5 performance will get that good, so there's still a good case to make an EXE exporter.

  • You don't need to use layoutscale in your movement calculations! The scaling only affects the display - how existing movements are shown. You do not need to change how you move objects!