Ashley's Forum Posts

  • If you bought a pump for your car tyres that claimed to work with any tyres, and it failed to increase the pressure, would you assume that your tyres are broken and complain to the tyre manufacturer? No, it's probably a problem with the pump - maybe it needs a different kind of adapter for the valve or something, but basically the pump is not doing what it was advertised to.

    If some software says it records the screen, and it fails to do that, it's not doing what it's supposed to so should be fixed. It's not our responsibility to make sure other people's software does what it claims to do. I don't know why people come blaming us for things like this.

  • You should probably tell the people who make the screen recording software about the problem if the software can't record a particular app.

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  • Have you tried the latest release? We already fixed a bug that looks related to that.

  • I don't think we have the resources to do this. Even if we charged a lot for it, the huge amount of work involved could easily consume so much of our resources to halt all progress in all other areas for a year or more, which would have such serious consequences for Construct that it would probably cost us far more than we'd ever make with the exporters. Meanwhile if Sony or Nintendo did suddenly release a web framework, all of that work is essentially wasted, representing a huge opportunity cost.

    Pretty much the only reason we can do everything we've done - and a major factor in our success - is the fact we have a single codebase covering all supported platforms. I don't think it's wise to think about throwing all that out the window, even if it gets us console support. There are third-party developers who are working on ports, so there are options out there - and other than that, I think I'd rather wait and see if any other console web frameworks appear. Microsoft have done a good job of supporting HTML5 on the Xbox One so it can be done!

  • 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.

  • 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.