Ashley's Forum Posts

  • This has been necessary on all mobile browsers for several years now, so I doubt it will change.

  • Yes, every video play needs a touch to start.

  • Yeah, this is fixed in Chrome 49 now, which was just released. It's way faster now

  • Here's a tutorial I wrote up: Multiple colored shadow casting lights

    Nested layers would be really helpful for this. It avoids the need for the hack, and then you can apply lighting to more than one layer as well. It's a complicated feature. Perhaps we could look in to it some time after C3's release.

    eli0s - adjacent sprites are a really difficult problem if you're enabling penumbras (soft edges). Each object is rendered individually, so the result is correct for doing that, but unrealistic if objects are exactly adjacent. I'm not sure right now how to modify the algorithm to account for that. One straightforward workaround is to use extra shadowcaster objects to plug the gaps, or use different invisible shadowcaster objects to the ones which are visible.

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  • Definitely, the export should always work unmodified, if there are missing files that's a serious bug we absolutely want to fix.

  • Well, you can do quite well already with a few layer effects and techniques - here's an example with 2 moving lights casting shadows, each with fade-out: https://dl.dropboxusercontent.com/u/15217362/2waylight.capx

    It does become difficult though when the lights move further apart. Because they draw shadows instead of light, it's quite tricky if one light is casting a shadow over another. It's hard to make it brighten the shadow back to lightness.

    The best approach is to start with darkness, and then add lights on top, additively blending so they contribute light. This means later lights can light up areas that are in the shadow of other lights. It also makes colored lights easy. Then you can multiply-blend the resulting "lighting map" with the background, and it applies lighting to the game.

    I thought we'd need nested layers to do this, but no! It's also already possible: https://dl.dropboxusercontent.com/u/15217362/3waycoloredlights.capx

    The real trick is multiply is associative. It's hard to have your background and then have multiple lights on top of that, because it's difficult to render the lights together and then multiply blend the end result without nested layers. So - you can render all the lights first, and multiply the background on top of that! It works out the same because a x b is the same as b x a, so the ordering doesn't matter. So here the crux of the trick is you'll notice the background layer on top of all the lights.

    You're right, this would make a good tutorial

  • This is probably just internet connectivity issues as described in the multiplayer tutorial. It's to do with network connectivity, not Construct 2, so closing as not a bug. You can try running a TURN server, but configuring that is beyond the scope of what we can help you with.

  • If the server returns 404 not found, you probably just forgot to upload some of the files? C2 should never export references to missing files, if it does please file a bug report following all the guidelines.

  • I'm not really clear what people are asking for - things like point lights are already supported (just use a radius of 0), and linking to a half-hour long video with loads of effects does not really make it clear what you're emphasising... and other effects like fade-out can be done with layer effects. You suggest making lights cast shadows from collision poylgon points too, and, erm, that's exactly what it does already. So I don't really know what you want that can't be done already?

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    For the record, this sounds like ordinary run-of-the-mill Internet connectivity issues as described in the multiplayer tutorial. It's mostly to do with the way the Internet works, not Construct 2.

  • I'm not sure why you would use Python for web design? Typically that involves HTML and CSS, and Python is an unusual choice for that...

  • Android devices don't tend to ship with many fonts, and very few that overlap with Windows. C2 shows the fonts on your system, but this is a bit misleading since it's easy to pick fonts which aren't widely available.

    Web Fonts and SpriteFonts are both ways around this, since they don't rely on anything being preinstalled. For long bodies of text I'd recommend web fonts, they tend to flow more naturally.

  • The problem with audio scheduling is right now you can only start audio playback in events, which run at 60 FPS (every 16.6ms) under good conditions. Even on desktop since 1875ms does not divide in to 16.6ms, it will not be able to schedule those sounds at exactly the right time. If the framerate is low, e.g. 30 FPS, the problem gets worse. The solution is to allow scheduling playback at a time in the future, which the Web Audio API can do sample-accurately, so the sound kicks in exactly when you want it, even between frames. I'll look in to adding this in a beta release some time...

  • It sounds like they're just moving the accounts system to DevCenter instead. It doesn't look like anything else needs to be changed?

  • This is by design. Presumably you have set "downscaling quality" to "high" and you are looking at a spritesheet that was exported. (It should not appear like that in-game.) Since you told C2 to maximise the downscaling quality, to guarantee optimum rendering of lower mipmap levels without bleed, each sprite is positioned in a power-of-two cell and its last border of pixels are extended to fill the rest of the cell. This prevents the empty transparent space bleeding in when the driver generates the very small mip levels, which can cause minor artefacts like faint seams between adjacent objects.

    This padding also uses a lot more memory. I'd discourage the use of "high" downscaling mode unless you see such seaming artefacts. I think I even put a warning in the editor when you choose that mode.