Ashley's Forum Posts

  • The C3 editor is being rewritten, and accordingly the edittime.js script will need to be changed. (This part was not well designed anyway and I think everyone would agree having more capabilities and a clearer API there would be useful.) However the runtime side should still work unmodified.

  • I'm not aware of any bugs in the video plugin right now (other than the one we just fixed in the latest beta), so if you find any please report them as usual following all the guidelines. However video is a bit tricky due to the browser support situation:

    • generally Chrome can play any format, but Chromium (NW.js, Crosswalk) cannot play H.264 (because it's a patented format and Google only have a license for Chrome). VP8 should work. You have to encode these videos yourself, so make sure you get the encoder settings right.
    • iOS can only play H.264, not VP8, VP9 or Theora. You can add multiple sources to the video plugin and it will fall back as appropriate. So to guarantee playback on all platforms you need VP8 and H.264.
    • on mobile (both Chrome for Android and iOS Safari) you can only start media playback in a touch event. This applies to music as well. Construct 2 uses the same workaround for video as it does for music: if you try to play when you're not allowed to, it queues it up to be played in the next touch event when it will be allowed. However this means you must touch the screen at least once for there to be any chance that video can play. If you're just starting up the app and watching it, it won't be able to play until you touch it.
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    Closing this thread as people keep bumping it and the original issue is resolved, but this thread is confusing people with other unrelated audio issues. emaiengiou - please start a new thread.

  • It's a free hosting service, so there have to be limits. I'm sure even if we increased the limit to 100mb, sooner or later someone would want 200mb, etc...

  • Import PCM WAVs and Construct 2 should encode them to both Ogg and M4a as necessary for all browsers. See https://www.scirra.com/manual/52/import-audio

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  • The best way: use the Javascript SDK

    Hacky quick fixes: the Browser object can execute Javascript, and you can call the Function object functions from JS.

  • This should ship with r224, which should be out by next Monday.

  • What more do you want to know about it? There's a whole section on image deduplication in the article you linked to.

  • I must echo what zenox98 said - we don't mind discussions on the forums about other tools, or even any perceived shortcomings of C2, but it cannot resort to personal attacks or aggressive language.

    FWIW, I'm pretty sure the issue of the wrong canvas size in Safari is also an iOS/Safari bug, and similarly I've reported it to Apple and put in a workaround for the next build. However these workarounds really are hacks - to give you an idea how flakey they are, another issue with the iPad Pro actually ended up being a years-old performance hack for when the iPad 3 first came out - exactly the same kind of issue where it's a problem with iOS or Safari but we find a way to circumvent it - which now was causing a problem on newer hardware. Hopefully this demonstrates my scepticism of our own workarounds for bugs in other software - when the problem is not with Construct 2, the best we can do is paper over the cracks.

    Other than that, I've seen long rambly threads like this crop up from time to time over the years running Scirra: someone is annoyed by some various issue (which in this case I am pretty sure is ultimately not our fault), then everyone piles in with their concerns and inevitably the spectre of other products is raised. We know Construct 2 isn't perfect, and nothing ever will be, but we do work super hard to make things work and make the best of the technology we use. For us the main point of Construct 2 is the event system, so remember if you're looking at programming-based tools it's really a whole different kind of product in my opinion.

    Also FWIW, Classic had some cool advanced features like mesh distortion, and WebGL can do that but not canvas2d. This is the main reason we've been holding off more advanced rendering features. According to webglstats WebGL is closing in on ubiquity. To give you an idea how far things have come, when C2 first launched, WebGL did not exist. Only Chrome and Firefox ran the games at all, and with a software-rendered canvas2d that could only do 30 FPS on a high-end gaming machine. We got a lot of flak for not choosing Flash, and there were a bunch of threads like this over it The fact we're now talking about ubiquitous WebGL is pretty amazing. I think 8-10% of users still don't get WebGL (higher on certain OSs/browsers). Inevitably, it will reach some threshold, I don't know where to set that but I guess 98% is a reasonable one, where we can just entirely drop the canvas2d renderer and go full steam ahead on WebGL with more advanced features including all the stuff our old native-based engine did. So no shortcoming for being HTML5 there, especially with WebGL 2 coming. Also I must throw in yet again: WebGL gives us the same access to the GPU as a native app, and many apps are bottlenecked on GPU rendering, so no loss for being a web-based engine in that regard either.

    Construct 3 also changes a lot. Not so much in the runtime, at least at first, but the editor is being completely rebuilt from the ground up.

  • There shouldn't be any delay, but it will depend heavily on which browser and OS you use. Which OS/browser combinations have you tested and which are affected?

    The .capx isn't much use unless it follows bug report guideline-style requirements. I've seen threads in the past where people say some audio playback was causing a performance problem, but it turned out to be a bunch of events that ran in response to audio playback starting.

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    Any news on the overlay issue? Is this fixed in the new greenworks release?

    This thread is enormous now and I'm not really clear on what the problem/status of that is. I think it would be best for everyone to file a report in the Bugs forum where we can focus on that (as well as any other issues). Although the Greenworks plugin is still experimental it should ship with C2 pretty soon so I don't see why not to start treating it like an official feature already.

  • RBuster - the screen scaling sounds like this bug which should be fixed in the next build. I'm not sure what could have affected building for iOS, please file reports if you have any more issues.

  • So I spent a while looking in to this, and I believe it is a bug with Safari on iOS. I've filed a report with Apple here: https://bugs.webkit.org/show_bug.cgi?id=154819

    I did find a workaround to the problem, so it should be fixed in the next build. I've tested a wide array of devices and hopefully the viewport issues will be resolved as of then.

  • Okay, so I could reproduce and this should be fixed in the next build now (finally!)

    The root cause of the problem was actually pretty unusual. When the iPad 3 came out, it had terrible performance, unless you used a canvas width of 2046 instead of the full 2048 (probably due to obscure details of the graphics driver). We duly hacked in a workaround that set the maximum viewport size to 2046 on retina-enabled iPads. Fast forward about 4 years and the iPad Pro is the first retina iPad device with a viewport wider than 2048 pixels! Our hack was still kicking in and bringing the viewport down too narrow. I tested the iPad 3 and it looks like it doesn't need this hack any more, presumably subsequent iOS updates fixed the original problem. So it should all be working as of the next build.

    Interesting how workarounds that are essential at the time end up being a problem in the long run. This is why I'm wary of working around OS/browser bugs...