Ashley's Forum Posts

  • In Construct 3 you should only use WebM Opus (.webm) files. It's the only format guaranteed to work on all platforms.

  • In Construct SVG cannot have unlimited scale as it runs in to maximum texture size limit. Rasterizing SVG is also much slower than rasterizing bitmap images, although it does not have to be done constantly (only when scaling up). For low-color images like the ones in your screenshots, PNG should have very good compression. Construct's SVG Picture also does not support animations, collision polygons, and other Sprite features. So I would say just use Sprites with PNGs.

  • Changing this would also break all existing projects that rely on the current behavior. So it's tricky to change.

  • Yes, it would be difficult to add this feature, as Tilemaps draw in a much more complicated way than Sprites or Tiled Backgrounds and so it would be more complicated to support meshes for them.

  • "Ex" means "extended" as it also supports a wider dynamic range and higher precision. But the main reason is that the name "rgb" was already taken, so we had to think of something else to call it. The "rgb" and "rgba" parts of the name refers to the components it uses.

  • Well, it does look like it's tricky to integrate that with the engine, as it works differently to the existing engine.

    Could it be an effect in Construct instead? That will still be efficient and batch well providing the specified colors are the same.

    Is this feature widely used? Perhaps you could skip it for the first release?

  • If you run in to a problem please file an issue following all the guidelines, as we need all that information to be able to help.

  • rgb is an old expression from C2 that was deprecated years ago, so you'll most likely never encounter it unless importing an old project. One of the reasons it was deprecated is it is inconsistent with the new expressions, and removing it was meant to avoid this kind of confusion, but it still comes up with old projects.

    I think the manual entry is clear if you note that rgb is not in the list as it's deprecated. The four existing expressions are consistent: rgbEx and rgba work 0-100, and rgbEx255 and rgba255 work 0-255. In other words if it says 255 then it's 0-255, otherwise it's 0-100. But the old rgb expression breaks that rule: it uses 0-255. But it's hidden in Construct 3.

  • Answer your own performance questions with measurements. If I had to guess, I'd say using collisions/overlap would be faster, as the collision cells optimisation is an important way to improve efficiency (that's an old blog post, but the overall approach still applies in C3).

  • in Spine, each Quad can be two color-tinted differently (normal color and dark color).

    I'm not clear what this means exactly. Do you mean adding a gradient over the image or something?

  • Construct determines whether to call the Draw() method, so your plugin shouldn't need to worry about that.

    You don't need your own viewport check either - you can implement logic along the lines of "if Draw() hasn't been called for a few ticks, assume I'm now outside the viewport, and stop doing processing work".

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • AFAIK, WOFF is the only font format that is specifically designed for web browsers. So I assumed it was the only font format that could be relied upon to work consistently across browsers and platforms, and so designed Construct to focus on WOFF support. (You can still import and use other font formats, but Construct will always prefer WOFF if it's available.) That was little more than an assumption though, I'm not sure if other formats are consistent or widely supported, but I thought choosing WOFF would minimise the risks of compatibility problems.

  • We're working on a new effect compositor behind the scenes, but nothing has been released yet, and so nothing should be working differently in the latest release. If anything has changed it's a bug, so please report it the usual way.

  • I'd rather not use that approach at all. Can't you use the provided renderer interface IWebGLRenderer? (Despite the name that should also work 100% compatibly with WebGPU. We'll probably rename it at some point.) If features are missing that you need, which features are those? It would be much more efficient to use Construct's renderer methods, as you avoid the need for saving/restoring state at all, and it should be much more efficient as it can batch all your draw calls together with the rest of the engine's renderer calls.

  • See the section on transparency in the tutorial Using 3D in Construct (which I just updated to also cover 3D Camera). In short, see how the 'First-person shooter' template does it: a separate layer for billboards with a Camera distance draw order should do the job.