Ashley's Forum Posts

  • It's impossible to say without seeing an example project. It could well be rendering correctly, and just using a certain combination of scaling.

  • It's been possible for a long time already with the existing API as I previously described:

    You can render meshes using quads. It simply means you draw two adjacent triangles at a time. If there are an odd number of triangles, you can issue a single triangle by issuing a quad with two points at the same position, i.e. a triangle and a degenerate triangle.

    We don't have a dedicated mesh function yet, but it would only be a slight optimisation compared to that, so it doesn't seem essential.

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  • Scale Outer can still do fractional scaling, so can result in inconsistently sized pixels.

  • The C3 runtime hasn't shipped enabled by default in a stable release yet - we're aiming to finish all relevant documentation by the time we do (hopefully in the next few weeks).

    By testing it I see it definately cleans out image memory in the debugger, but so did a certain plugin for C2 that couldn't fix construct's real memory issue: cleaning out the cache ram storage for unneeded assets.

    The C2 runtime kept compressed images in memory even when they weren't loaded. (I think we discussed this previously by email some time ago.) As part of the rearchitecting of the C3 runtime, we fixed this: images that are not used, are not loaded in to memory at all. The only exception to this is that the HTML5 export saves downloaded assets so it doesn't have to download them again during the game, however such assets are not loaded in any way. The browser might keep them in memory as an optimisation, but it is free to dump them to disk if necessary. The "offline" export options that bundle assets with the app (e.g. NW.js & Cordova) don't make any effort at all to save assets because it doesn't need to download them, so they will definitely have improved memory characteristics over the C2 runtime. For a large project the difference could be significant.

    When I load images from URL onto a sprite, delete the object, unload and recreate the object. I see that the loaded URL images is still present. I figure this is because the asset was never really unloaded from the cache? Can someone confirm this is the case, or link me to some documentation?

    Sprite's "Load image from URL" essentially overwrites a frame in the animation, and the animation is stored per object type, so all instances share the same frames. (This is true in both runtimes.) I'm not sure we tested how unloading memory interacts with loading from a URL - if it's not working like you expect please file an issue and we'll take a look.

  • I've not heard of that happening with our build service. You should contact PhoneGap Build for support with build issues on their service.

  • Some devices are actually missing the hardware accelerometer or gyro sensors! You should look up the device specs to check.

  • It seems the iOS simulator doesn't support WebAssembly, which is a problem, it won't be able to run C3 runtime games... other than that though it should be working fine on real devices. Please file an issue if anything is wrong on a real device.

  • What build issues? As far as I'm aware, all three of those options are working fine for the vast majority of users.

  • Sorry I haven't been able to get round to documenting this yet, I filed a todo issue for this though: https://github.com/Scirra/Construct-3-bugs/issues/2197 Subscribe to that issue to follow it.

  • It won't be pixel-perfect unless you use "Letterbox integer scale". The normal letterbox scale can do fractional scaling which doesn't look right with pixel art. You probably also want to set fullscreen quality to "low" so it renders at low resolution instead of high resolution.

    If you create a new project and tick "Optimize for pixel art" it applies all these settings for you.

  • It's all documented in the manual.

  • As noted in the last few release notes, we now officially recommend the following options for building APKs:

    1. Use C3's mobile app build service to build C2 exports.
    2. Use an actively supported third-party build service like PhoneGap Build.
    3. Use the Cordova CLI. This is a free manual build tool that works offline. (This option is more appropriate for advanced users.)
  • Yes it's possible, best post it to the feature suggestion platform along with everything else, otherwise the idea will get lost/forgotten in the forum.

  • Are the devices updated to at least iOS 11+?

  • Are you using the latest release? We fixed an XML bug in r121. Otherwise, please file a bug.