Ashley's Forum Posts

  • I tested the dark theme too. It still looked fine on the Macbook.

  • Everything looks fine in Chrome 65 on the Macbook in our office.

  • We've got a fix for the issue in the latest C3 beta. We've backported the fix to C2. Assuming the C3 beta has fixed the issue and there are no further reports of it, then it should be fixed in the next C2 update too.

  • We can't, and never will be able to, make a dedicated tutorial for every kind of game anyone might ever want to make.

  • Calling it false advertising is just ridiculous. You can export to Android with both C2 and C3. We have lots of happy customers who do.

    The old "relying on third parties" trope is also ridiculous. You cannot build modern software without relying on dozens of third parties. It is the nature of the industry now. Do you want us to add support for publishing to Android without even Google's involvement? Also, Android itself is a third-party platform, should we rewrite the entire platform ourselves and release our own mobile OS so we can "officially support" it without it relying on third-party support? I think some people might actually expect that...

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  • Thanks, should be fixed in the next release.

  • Please report any such issues to Cocoon. We also recommend using PhoneGap Build, C3's own build service, or you can also try the Cordova CLI.

  • Closing, please see the bug report requirements for posting in this forum.

  • OK, closing as presumably is the Windows limit and the workaround helps.

  • This is a normal result in computer graphics. Sprite images are clipped to their display box (quad). This means pixels at the edges can only be on or off. This causes aliasing when using floating-point positioning. Adding a 1px transparent border allows the edge pixels to have intermediate results thanks to bilinear sampling. Construct 2 adds this by default when cropping sprites to help avoid the aliasing problem. Closing as not a bug.

  • It's crashing at the point it creates an OpenGL context for the Layout View. This is caused by buggy graphics drivers. Try updating your drivers and checking for any available software updates for the OS.

  • Yes, video and DOM objects work on mobile. Always use the webview option. Canvas+ is not officially supported, having been deprecated since 2015, and does not support DOM objects. I'm not sure about video either. This is part of the reason it's deprecated: Canvas+ has poor feature coverage. Webviews support everything.

  • Try the desktop build, which also has an option to reload images. Hopefully this will help avoid the feeling that the world is ending.

  • Webviews on modern devices are perfectly fast. I doubt you will be able to measure any performance difference to something like Canvas+, unless the device has a blacklisted GPU, in which case it will use software rendering and there will be a big difference. That only affects a minority of devices though; most are fine.

    We deprecated Canvas+ precisely because it was really buggy and limited. It involves building a significant fraction of an entire browser engine, which is an incredibly difficult project. It was buggy when we deprecated it in 2015, and if you are still finding serious bugs in it now, I am both unsurprised and very glad we deprecated it back then. Don't use it.

  • There's already over 30 pages of multiplayer tutorials, covering concepts, a chat room, pong and a real-time game. We can't, and never will be able to, make a dedicated tutorial for every kind of game anyone might ever want to make. Besides, it's better to teach the fundamentals, so you learn how things work and how to build new things yourself, rather than just following recipe-style tutorials.

    Honestly, I think there aren't that many people using multiplayer because networking is just fundamentally difficult. You can make all sorts of excuses, but ultimately you are going from one game (which is often hard enough!), to multiple simultaneous games, all with slightly different time offsets, and all of which need to communicate with each other with varying degrees of latency, latency jitter, and bandwidth constraints. It's far more complicated and requires a whole different mental model about how to design it, which can take a long time to get comfortable with.

    So yeah, multiplayer is just hard. I warned everyone it would be, but I think hype exceeded reality, and then when everyone realised that actually yes, it is hard, then it ended up with less usage.