Ashley's Forum Posts

  • Okay, so the XDK is usually a version or two behind Chrome, so it should just get an update in a couple of months which fixes it as well. Chrome for Android should already be working.

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    We are basically working full-time on C3 and it's been our focus for over a year now. It is certainly not going to be cancelled or anything like that. We are just not ready to share any information yet for a few reasons:

    • C2 is still a great product and actively maintained, and we think it's best for users to keep focusing on C2 instead of sitting around waiting for C3 (especially since we still don't know when it will be ready)
    • we don't want to say something and then end up delaying, modifying or ultimately removing any particular feature we talked about - right now everything is still subject to change
    • public information about the state of C3 could affect our competitive edge, especially since we're doing some pretty interesting stuff
    • we don't want to ruin the surprise!

    Rest assured we are working daily to get C3 ready as soon as possible, and we will share more information when we're ready.

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    It would be a huge project for any programming tool to add non-programming support anywhere near as sophisticated as C2's - there is an absolute ton of features in there ranging from top-level features like functions and loops down to unique internal optimisations to make it run fast enough, all built up and tuned over a period of years. I would be super surprised if anyone could get anything remotely comparable even after say a year, if they are starting from scratch, and they'd have to have a 100% focus on it the whole time.

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  • Yeah, this recent blog post gives a good overview of the state of HTML5 performance. It's come on massively - for example Cordova on an iPad 3 ran at 3 FPS in 2012, but now gets 56 FPS. Even the Safari browser has seen improvements from 30 FPS to 54 FPS (iPad 3 again). So I'd say there's been a transformative improvement over the past few years!

    If you run in to any trouble with performance, I'd be happy to investigate the .capx - I regularly ask for this but rarely get the opportunity. I very rarely find examples where the C2 engine is itself the bottleneck.

  • If you look at the linked bug report, Google apparently fixed the bug for v49, which is now out. Are you sure your version of Chrome for Android is up-to-date?

    We removed the workaround from the latest betas because it caused as many problems as it solved.

  • There are some interesting ideas in there, but it reads to me like moving 75% of the way towards just being a programming language. Also I think making the sol/filtering stuff explicit makes it a lot less beginner friendly - it's supposed to basically be invisible and "just work" from a new user's point of view.

  • This is kind of what event bookmarks are for.

  • In case I didn't make it clear, this is very much a beta feature and we are still hammering out the details with Intel, so a few roadbumps are to be expected. You can always go back to the old way of exporting if you have trouble. We'll be making more improvements in the next releases.

  • TBH, WebGL does about 98% of what a 2D game engine needs, and WebGL 2 (which should be supported by a few browsers by the end of this year) makes it 100%. Also for games that are already GPU-bottlenecked (e.g. fillrate limits) changing the API will have no performance impact. So while I think Vulkan is a very positive thing for the industry in general, I'm not sure it will have much impact on Construct 2. I'm not sure there will even be a WebVulkan, but if there is I don't think there are many clear benefits to be gained relative to something like WebGL 2, and the downside would be having to rewrite of a lot of complex rendering code.

    I think the most interesting possibility for Vulkan is that a browser starts using it as a backend for its WebGL implementation, which will more or less remove the graphics driver from the equation. This could provide much better reliability, and end problems like graphics driver blacklisting. For example Chrome uses ANGLE on Windows which is a wrapper library to convert OpenGL calls to DirectX - so the same mechanism could convert OpenGL calls to Vulkan and basically skip over a load of problems in drivers.

  • You need to import WAV files for Construct 2 to encode both m4a and ogg files, or import the m4a files yourself as well. If the m4a files aren't there in your project, then sound won't work in IE, Edge or iOS.

  • NW.js updates now just follow Chrome updates. 0.13 was a new architecture but I think the 0.14 release is just more of the same and nowhere near the jump 0.12 to 0.13 was.

  • Please, we need a few weeks to even review bugs reports, and then actually implementing it can take a few weeks more, but can be delayed further as we have to schedule all the work we do with the great many other feature requests/bug fixes many other users are requesting of us, as well as Construct 3 development. Please be patient.

  • matrixreal - please file a bug report following all the guidelines if you have trouble. However please note:

    • the Telerik WKWebView plugin is not supported
    • we don't officially support using the Cordova CLI directly, you are on your own if you do that. The officially supported options are PhoneGap Build and the Intel XDK.

    If you are doing custom builds, note that C2 exports references to additional plugins to work around WKWebView limitations. You will probably have more luck if you try to match as closely as possible the configuration specified by config.xml in C2's cordova export.

  • Just a heads up that there's a new Intel XDK version released today which supports the "new Intel XDK project format" option in the latest C2 beta: https://software.intel.com/en-us/xdk/docs/release-notes-information-intel-xdk

    Basically if you export your project for Cordova and tick the box to use the new Intel XDK project format, you'll get a folder with a .xdk file and most of the contents in the www subfolder. In the Intel XDK, you can click "Open an Intel XDK project" in the lower-left corner and open the .xdk file that was exported. This should then have your project mostly pre-configured, including referencing the appropriate Cordova plugins and also supporting WKWebView on iOS. So hopefully this will reduce the friction of getting things set up in the XDK.

    I'm interested to hear how this works out, so please give it a go! It's also a good opportunity to give WKWebView a shot if you use the Intel XDK to build iOS apps (previously it was only supported on PhoneGap Build).

  • No, I don't think so, the browser settings only affect the browser.