Ashley's Forum Posts

  • This feature is easy to work around just using a number. We get a *lot* of threads like this pressuring us for other features, and we prioritise the ones that don't have good workarounds or are otherwise impossible. I read threads where users are amazed we won't implement some specific feature they want maybe a few times a week, and every one is for a different feature and many of them are significant multi-month long projects. Sorry, we've always focused on other things (e.g. multiplayer, lighting, mobile publishing etc...) but I will try to make sure this is remedied in C3!

  • Good to know it works. You could get away with using the minimum necessary for your game. But yeah, this is a tricky part of using sprite fonts.

  • I think at this point it is most realistic to say it might be a feature of C3, but probably not C2.

  • In theory, yes - SpriteFont works by looking up a single character (which can be any character) and representing it with a section of the image. However I'm not sure how unicode-correct this process is. Have you tried it? Also some languages use hundreds or thousands of characters, which make them unsuitable for sprite fonts, since you'd need a huge image with loads of content. Web fonts might be a better alternative for that.

  • Even Google Chrome is itself dropping support for Windows XP. We've warned about this previously.

  • That's great to hear, but I'm still a bit frustrated we never figured out why it was happening in the first place - I guess Chrome just improved their garbage collector!

  • It only shows that message if the browser does not understand the <canvas> tag - or if the browser is running in a compatibility mode that doesn't support it (e.g. IE11 running a site in IE8 compatibility mode).

    The only browsers that don't understand <canvas> are IE8 and older, and some very old Android phone's stock browsers. It's nearly universally supported now!

  • Please note if you only have the free edition, you are not allowed to ask for this as a way to circumvent the free edition restrictions.

  • eli0s - that is an excellent demo video, great job. The trouble is there really is a huge amount of features proposed in it! It amounts to considerably redesigning large parts of the engine to get that kind of workflow. So I don't think there is much we can do until some time after C3's release. I do like the ideas a lot though.

    I do think its one disadvantage is there is too much built-in stuff happening. For example as it stands now, you can apply effects to the shadows, modify the appearance of the sprite for the light radius, and even use custom light blending by changing the layer effects being used. In your demo the light is basically acting like an entire layer, but with fewer features. We've always tried to avoid this kind of "cookie cutter" approach where you can only have it one way or not at all. So I think the best approach is to have something like what is in your video, but still using the "lighting layer" system. This probably also involves nested layers, but I think they have several other uses outside of lighting, so that would be good to add anyway. A lighting layer also allows a general-purpose approach to lighting - there could even be other plugins that can draw lights in different ways.

  • It's really time consuming to work on this stuff, and there are a bunch of tools like this out there. It's much better if the developers can take our Javascript SDK and integrate it themselves. That's what the SDK is there for.

  • I don't have the "Layout transition" plugin. Can you make an example in a new empty project, similar to the bug report guidelines?

  • Using third party libraries, in general, means we tie the fate of our product to their library, bring in lots of code we don't understand ourselves, and inherit their bugs and limitations. There is more to lose than there is to gain, so we've always avoided that and used our own libraries. Besides, it's far too late now.

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  • Modern Android devices should be able to run most games just fine.

    With build services like PhoneGap Build or the Intel XDK, you should just be able to click a few buttons and get an APK out. I do it relatively regularly and it's not too hard, and it saves you having to configure gigabytes of SDKs and IDEs on your system to do the building yourself.

  • Yeah, it kind of sucks. There's really not a lot you can do from the edittime script though, other than specify actions, conditions, expressions, properties, and a pretty limited (and different to the runtime again ) rendering API. It should be significantly overhauled in Construct 3.

  • Yes, you need to write the rendering twice. All features in C2 do this. It is necessary to support both the canvas2d renderer and WebGL renderer, there isn't much we can do about that. Our long-term plan is to drop support for the canvas2d renderer, so it would be a poor choice to choose canvas2d only (especially when it can be up to 10x slower and does not support effects).