Ashley's Forum Posts

  • Can't reproduce, closing. Please see the bug report guidelines so we actually have a chance of fixing the issue you report.

  • Only if you can't reproduce it by cutting down the project or starting a new project, as the guidelines require. This makes it far easier to actually fix the problem, too.

  • If it crashes the web view, it's an Android/Chrome bug, not a C2 bug, so you should report it to Google.

  • Construct 2 does support HD games. The most common reason people's games crash is because they use up too much memory on the device with inefficient game design. This is nothing to do with Construct, it's just not everyone is aware of the limits of their hardware.

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  • I can't help without all the information required by a bug report, we need that information to be able to investigate.

  • Construct 3 already works offline.

  • Construct 2 will be maintained for the foreseeable future (i.e. mainly just bug fixes). Only Construct 3 will gain new features from now on.

  • Only shader effects on the layer itself.

  • That doesn't look relevant. It says: "The purpose of this paper is to highlight a very specific 3D scenario that can cause corruption of pixel alpha values on Cherry Trail and Braswell platforms." Doesn't sound like anything to do with additive blending performance.

  • We will probably add dedicated mesh rendering functions for the C3 runtime, but until then I'd rather avoid it as there's no equivalent for the canvas2d renderer with the C2 runtime. If you want to ignore canvas2d support, you can use the quad rendering approach as an interim solution.

  • The Turkish translation has reached 10%, which means we can start bundling it in Construct as an in-progress translation. However before we can do this any mistakes our verification tool finds need to be fixed. The only problem is that translated expression names must be valid expressions, but there are 13 cases where the translation is an invalid expression because it contains a space. See below - if these can be fixed we can ship Turkish as in-progress in r72.

    [quote:3i5onvwb]

    Key text.behaviors.eightdir.expressions.maxspeed.translated-name: Expression translated name is not a valid expression

    English: 'Maxspeed'

    Translation: 'Maksimum hiz'

    Key text.behaviors.eightdir.expressions.movingangle.translated-name: Expression translated name is not a valid expression

    English: 'MovingAngle'

    Translation: 'Hareket Açisi'

    Key text.behaviors.bullet.expressions.angleofmotion.translated-name: Expression translated name is not a valid expression

    English: 'AngleOfMotion'

    Translation: 'Hareket Açisi'

    Key text.behaviors.bullet.expressions.gravity.translated-name: Expression translated name is not a valid expression

    English: 'Gravity'

    Translation: 'Yer çekimi'

    Key text.behaviors.car.expressions.maxspeed.translated-name: Expression translated name is not a valid expression

    English: 'MaxSpeed'

    Translation: 'Maksimum hiz'

    Key text.behaviors.car.expressions.movingangle.translated-name: Expression translated name is not a valid expression

    English: 'MovingAngle'

    Translation: 'Hareket Açisi'

    Key text.behaviors.custom.expressions.movingangle.translated-name: Expression translated name is not a valid expression

    English: 'MovingAngle'

    Translation: 'Hareket Açisi'

    Key text.behaviors.pathfinding.expressions.movingangle.translated-name: Expression translated name is not a valid expression

    English: 'MovingAngle'

    Translation: 'Hareket Açisi'

    Key text.behaviors.pathfinding.expressions.currentnode.translated-name: Expression translated name is not a valid expression

    English: 'CurrentNode'

    Translation: 'Su anki dügüm'

    Key text.behaviors.pathfinding.expressions.maxspeed.translated-name: Expression translated name is not a valid expression

    English: 'MaxSpeed'

    Translation: 'Maksimum hiz'

    Key text.behaviors.platform.expressions.maxspeed.translated-name: Expression translated name is not a valid expression

    English: 'MaxSpeed'

    Translation: 'Maksimum hiz'

    Key text.behaviors.platform.expressions.gravity.translated-name: Expression translated name is not a valid expression

    English: 'Gravity'

    Translation: 'Yer çekimi'

    Key text.behaviors.platform.expressions.movingangle.translated-name: Expression translated name is not a valid expression

    English: 'MovingAngle'

    Translation: 'Hareket Açisi'

  • I think it would be a bit unweildly to have a subforum per language, especially if we end up with 25. I think it might be better to just have one forum for all language translations.

  • 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. This isn't the fastest possible solution, but it's not bad, and more importantly it means you don't need to switch any of the WebGL state, which probably means it's a lot faster than trying to hack in a custom mesh renderer state.

  • Additive blend simply comes down to gl.blendFunc(gl.ONE, gl.ONE). The results of this are implemented by the native GPU driver. This call does not involve a shader, and has much less overhead than a shader. Third-party shaders will almost certainly be less efficient. My best guess is some GPUs are optimised for alpha blending, and using additive blend uses a less-optimised path (perhaps because it has to clip the output - you can add pixels which go beyond the pixel value range, whereas you can't with alpha blending, so additive blending probably involves an extra clamp operation).

  • Given the number of languages we have in progress, and the relatively low number of posts in the translation forums, I think it might be better to merge everything in to one central translations forum.

    Anyway, the latest Czech and Spanish translations have some problems:

    15 problems in Czech

    29 problems in Spanish