Ashley's Forum Posts

  • As I said, I'm not interested in taking anyone's side, unless someone can't be respectful. Other than that, it's up to the community to come up with the right terms. Maybe you should run some polls or something and agree to act on the result. kop9000 should also be co-operative and not insist on any particular translation. They've already got their translation reward so they have nothing to lose.

    As I mentioned before the vast majority of our users in Russia use the Russian translation setting so I am not seeing evidence that most users are switching it off. I am sure if you cannot read any English at all, then having something in Russian has some value.

  • Last time I tried it it works fine. The most common mistake is using the wrong audio formats. I cannot investigate this however unless you provide a sample project.

  • Please file a new report only using official features and following all the bug report requirements. For example you did not include your project so we cannot investigate this.

  • This kind of report is really confusing. I could probably fix two other bugs in the time it just takes to read this much information, watch the videos, and figure out exactly which problem you're talking about (since it appears to have changed at some point during this thread). Can you file a new bug and basically try to keep it as concise as possible? Stick to officially supported platforms only, a minimal repro project, clear steps to follow, and the expected and observed result.

    I'd point out that the CPU usage in Construct is a timer-based estimate. It's not very accurate for mobile devices because of the way they throttle to save power. I investigated another "high CPU" iOS bug and it just turned out to be this. In maximum performance mode, it might be using something like 9% CPU - hardly any. However if the OS determines it's not that busy, it might throttle down the CPU to be 10x slower, in order to save battery life. However now a timer-based CPU usage measurement indicates 90% CPU! That's a misleading number. Due to this power throttling, you can see a counter-intuitive effect where as you create more objects and add more CPU work, the measured CPU usage actually drops as it kicks up in to a higher performance mode and completes the same work quicker.

    So I'd guess any "high CPU on mobile" bugs probably just come down to this. It'd be best to use another app to measure the real CPU usage on the system if possible.

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  • There's a list of everything new in C3 over C2 on this page.

  • Canvas+ hasn't been officially supported for years. Please only file issues that occur in the web view, or report the issue to Cocoon. We also can't support any issues that come up due to the use of third-party plugins like "nl.kingsquare.cordova.background-audio".

  • Updates are great, but most of the updates haven't helped my project. Probably 90% of the updates were for things I never use.

    Believe it or not, we have other users, and to some of them, the updates were important.

  • Well, this is currently by design. If you load a savegame with fewer instances, the additional instances are destroyed. Destroying instances triggers 'On destroyed'. I guess we could change this though to skip those triggers.

  • The original report mentions a memory leak. As mentioned, we haven't officially supported Canvas+ for years. Does the memory leak occur using PhoneGap Build (or any other Cordova build system e.g. Cordova CLI)? If not, it must be a Canvas+ bug, so please report it to them.

  • Closing as this is currently by design.

  • Closing as not a C2/HTML5 bug, I'm pretty sure v-sync accuracy comes down to system-specifics.

  • I can reproduce, but you can work around it by simply pasting the meta viewport tag of the framed page to the parent page, i.e.:

    <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=no, minimal-ui" />[/code:xzcx0omb]
    
    As it is, you have a mobile viewport nested in a non-mobile viewport, which is kind of an odd thing to do and probably kicks in some weird browser compatibility stuff. I'm not sure why this results in the touch positions being off, but given it's easy to work around using a mobile viewport (which I guess you ought to have anyway for pages viewed on mobile) do you still think this should be fixed?
    
    I mentioned previously we've never had such issues on other arcades like our own Scirra Arcade, Newgrounds, Kongregate etc. so I assume they all use the mobile viewport for both pages.
  • Closing - please see the bug report guidelines, we do not normally investigate projects like this. Also as points out it's probably because you are essentially crushing 8-direction objects with the Solid behavior, and since 8-direction is not allowed to overlap solids, it will move the object somewhere else to avoid solids if there is nowhere else it can go.

  • Closing as not a bug.

  • Ashley The price of C2 has stayed the same for a LOOOOONG time right?

    That's a good point - the last time we had a price increase of C2 that wasn't just adjusting for exchange rates or inflation, was for r100 in August 2012, over five years ago! We've had over 150 releases of Construct 2 since then - more than half all of Construct 2's releases in its lifetime.