Ashley's Forum Posts

  • Seams can happen sometimes. But to be able to help you should provide a .capx, or all I can do is say they happen sometimes.

  • No, that would be terrible, then apps could blare out noise at the most inappropriate time for the owner regardless of their setting. I don't think this is even to do with being in a browser, no app can override that, by design.

  • Yes, that's because the peer can reach the signalling server, but not the host. It's exactly what I described.

  • It's designed to stop the game running while you go back to edit it further in Construct 2. Why would you want that after publishing?

  • Yeah, music is fully decompressed and it uses a lot of memory. We are also forced to do this in WKWebView (just blogged about it here). I guess we need to add a memory management solution for music playback with the Web Audio API. Maybe we could even make it an option on the Audio object so you can choose to opt in to treating music as sound so you get the preloading and seamless-looping benefits? It could easily use 50mb memory for a single track though.

    I think the engine already restricts there to be only one music track playing at a time, so maybe if you only pay the memory overhead for the current track, it might be OK...

  • I know I've posted this before, but have no idea if it's HTML5 or Javascript.

    http://ncase.me/sight-and-light/

    That particular solution effectively brute-forces penumbras by having 11 separate lights! That's going to be quite a hammer on performance. The WebGL solution looks better with only a single light.

    I know the NWF is an exception, but I'd rather focus on the majority of platforms rather than just the one, even if it's Nintendo...

  • megatronx - yes, we already have WebGL specific features, but in this case it doesn't make it any quicker to develop and there are still ~10% of users who fall back to canvas2d, so we want to hold off on those features until it's more like 2% on canvas2d.

  • That's all wrong, you definitely cannot forward drawGL() to draw(). drawGL uses the GLWrap class, which has a completely different API to canvas2d. So it is incorrect to call one from the other. Also overlay_ctx is only used to display the loading bar. It no longer exists once the game starts, from that point on you only have a WebGL context wrapped by GLWrap and there is no canvas2d surface available.

  • matrixreal - that code is pretty much what the Audio plugin is already doing.

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  • Closing as we cannot accept bug reports for third-party plugins.

  • draw() is only called in canvas2d mode, and drawGL() is called in WebGL mode. Almost everywhere runs WebGL by default.

  • You shouldn't really use touch indices at all, they aren't a great idea. You should rely exclusively on touch IDs. The touch index is super confusing because if you release a touch with a lower index, the touch index changes. Touch IDs on the other hand never change.

    Note event 20 in your picture is wrong: "Is touching" always tests every touch, so it is incorrect to assume that the corresponding touch is loopindex.

  • Mobile browsers have never supported preload for audio/video, ostensibly to save bandwidth on cellular data connections (but they still do this on wifi etc anyway). This exacerbates the fact you can only start playback in a touch, since it will have to start loading the track from scratch in the touch. Most browsers don't support seamless audio playback either. The workaround to all of this is to treat it as sound, but then playback won't begin until it's fully decoded and decompressed the track in memory.

    These are the only options available in mobile browsers I'm afraid. I've argued a lot against the browser restrictions for music (played with the <audio> tag) pointing out you can work around every restriction, albeit inefficiently, with the Web Audio API, but they've never changed it...

  • I'm not arguing that my solution was perfect, I just think it shows that you can get quite far already with creative use of the available effects. I know there need to be new features to make this easier, but you are asking for some pretty sophisticated, almost 3D-engine grade lighting effects. Obviously it is great if we can support this but it is a great deal of work, and given our focus is on C3 right now we just can't spend a few months going back to C2 to work out how this kind of stuff can be done. We also have to balance this with the great many other feature requests we get in completely different areas, with people who also think their ideas are totally obvious must-haves, but we obviously can't do them all at once.

    would it not be the best solution if the Shadow Light object produced an opaque layer with the falloff gradient already in place inside the object?

    I don't like this kind of solution since it assumes everyone wants that. The current system is more flexible: you can avoid using a sprite and have infinite-range lights, you can use a custom sprite with a stepped/pixellated fade-out for different styles, etc...

    Anything that'll allow me too use multiple light sources and many shadows without WebGL is all I need.

    This is basically impossible. WebGL is a requirement for advanced rendering effects. canvas2d is very primitive in comparison and already effects like the penumbras with a shadow radius are only supported in WebGL mode. Why is canvas2d support so important to you still? As mentioned, we are likely to drop canvas2d support entirely at some point in the future, particularly because pretty much everything that people asked for in this thread is basically impossible to do in canvas2d, so only supporting WebGL opens the door to more advanced rendering features.

  • I think the problem here is we used to use SHA-1 digital signatures on the installer, but Windows now regards these as insecure. We moved to SHA-256 certificates as on r222, so from that build onwards there should not be any problems.

    From a cursory search on the web, I think you can still run the installer even when Windows tells you the signature is corrupt/invalid. I think you can right-click and choose "Run anyway" or something like that?