This thread is basically asking for a de-optimisation. There are far more users who want the engine to work optimally. And I am sure one of the reasons Construct is a success because it makes it harder to do things wrong.
justifun - that does sound like you're running out of disk space. Chrome gives each page a quota which is a percentage of the free space on disk, and a 97mb quota is tiny and suggests you are nearly out of space. This is not related to the other problems in this thread.
No - imagine if every web page and popup ad could suddenly show itself in fullscreen. The limit is to stop web pages annoying you.
It should be listed in the original Visual Studio installer.
I think it requires a four-digit version, e.g. 1.0.1.0.
Also if iOS 11 supports WebRTC DataChannels, Remote Preview could work right away with that.
There's a WebGL shader that does multiply blend.
The license is here. It's open source, all you need to do is include that notice somewhere (e.g. in credits).
I think there's a couple of memory management bugs we need to work out. There's no fundamental reason Chrome can't handle large data sets efficiently.
Please file bugs here following all the guidelines.
When does it run out of memory? It could be related to this.
It's also worth checking you're using the 64-bit version of Chrome.
NW.js supports .ogg so it's the only audio files you need for that platform, but C2 should automatically remove other files when exporting to that platform so there's no need to remove files yourself.
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Yes, see here - existing C2 users get 50% off.
Will exporting to older versions of Android (4.4) be implemented? Exporting only to 5.0 or higher, the game achieves only half of the devices it should reach.
No, but Android 5.0+ already covers over 70% of devices. See this thread.
That's weird, the plugin should only affect iOS!