Ashley's Forum Posts

  • A much easier way to reproduce: create a new project, add a sprite, create an image point and rename it "Imagepoint 2". Now you can't add new image points. It tries to add the second imagepoint as "Imagepoint 2", but the name already exists. It works if you rename it to something else so the new imagepoint can use that name.

    Fixed for the next build - it'll always choose a unique name now.

  • .capx link no longer works so closing.

  • This is the Construct 2 bugs forum, please post Construct 3 related issues to the GitHub tracker.

    There is plenty of documentation on converting plugins, and how to avoid this exact type of issue, in the Construct 3 JavaScript SDK documentation. Please refer to the documentation.

  • This won't be fixed in C2 - the Sprite object in C2 only uses a normal text parameter for the initial animation name so there is no architecture for it to be updated when the animation is renamed. C3 uses a special parameter type, so it's fixed there. At this point we won't be backporting architectural changes to C2.

  • The string is not used, only the number is. I didn't realise the name would change depending on the language, so I've simply removed that part from the file format in the next build.

  • Original project link unavailable so closing.

    It seems like it doesn't account at all for multiple fade behaviors—it triggers stuff based purely on the object instance the Fade behavior belongs to

    You're right, this sounds like it would explain it from the description, and it's an architectural oversight more than a bug. The proper fix would involve re-architecting all behavior triggers which would be quite a lot of work, and possibly cause compatibility problems with third-party behaviors. So I think it would be easiest to fix this in the upcoming C3 runtime which is being rewritten anyway.

    I'm not sure why you'd want to use two of the same behavior anyway - why not just adjust the settings of one?

  • Can't reproduce here, seems to always render correctly. Given the age of your GPU hardware I would still suspect a driver issue.

  • One of the layout XML files got corrupted. There's a line that looks like this:

    [quote:3zpndzku]<effect-fallbac <jump-strength>650</jump-strength>

    Blue forest.xml also has a corrupt line.

    There's nothing we can do other than fix the file unless you know what caused this in the first place. Here's a link to the recovered version: https://dl.dropboxusercontent.com/u/15217362/inpainsight_recovered.capx

    You're lucky this was recoverable - you should definitely keep backups so you can easily revert in case this kind of thing happens. If there had been an unrecoverable error, this project would have been permanently lost.

  • Closing as this is posted in the Bugs forum and it does not follow the guidelines; perhaps you meant to post in a different forum.

    Note Canvas+ has not been officially supported for over two years, precisely because of compatibility problems like this.

  • If you're talking about this issue, the problem was the itch.io server, and as Iain suggested at the end you should file a separate issue for the Android problem which sounded unrelated.

  • Why not just preview the game in Construct? That lets you play it without uploading anything

    That error message in exported games is there for a reason, deleting it won't magically fix the game. Generally you can't run games from the file:/// protocol because the browser will block all sub-resource requests (e.g. images, sounds etc).

  • I have a hard time understanding how Asphalt 8, Modern Combat, Titan Quest etc. can all run on my device yet somehow a simple 2D game is maxing it out

    3D games in particular have a very different rendering approach. Many GPUs have limited bandwidth, and the fact 3D games have depth allow them to use a front-to-back approach that more or less ensures every pixel is only drawn to once, at least for the basic color pass. Many Construct users naively create a stack of 14 force-own-texture layers, causing every pixel to be written to at least 14 times, which absolutely hammers the GPU bandwidth for all it's worth. Then traditionally they blame HTML5, Construct, browsers etc. without recognising what they've done.

    Part of this is the game design aspect: AAA games are built by experts who know this GPU performance stuff inside-out. If you're an indie dev just starting out with Construct, things like fillrate limitations are often things you learn about the hard way.

    I'd really like to recommend again that you use your own tool to make (and release/troubleshoot) a full sized platformer game (on at least Steam for Windows) and experience the issues that others like myself have reported here.

    I do work with very large projects. Thanks to the developers sharing them, I do privately have C2 projects for games like Airscape and The Next Penelope. On the whole, they seemed to work fine, and the C2 engine was holding up great. The Next Penelope in particular had some issues with using too much fillrate early on, but Aurelien made some game design changes to reduce excessive layers, effects etc. and then it fit much better within GPU hardware limitations. That is exactly what I was talking about above. So my view here is not due to naivety, it's actually based on working with these very large projects.

  • I guess Google now block Geolocation from non-Chrome browsers. I added the workaround for the next build of C2 which looks like it works, hopefully they allow that one to keep running...

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  • Thanks, fixed for next build.

  • Thanks, interesting find. Should be fixed in the next build.