Ashley's Forum Posts

  • Most of the demos are designed to work on any platform, including iPhone and iPad. Since as many features as possible are designed to work well cross-platform, we don't tend to focus on examples for one specific platform.

  • That faces the same difficulties I described: to work well in all situations, it would need to identify a percentage view coverage.

  • There are literally hundreds of services we could integrate with C2, and it is impossible for us to cover even a fraction of them, so this is the kind of thing we deliberately leave to third-party plugins.

  • Well if the same happens on a different platform (Intel XDK), that suggests it's not NW.js using up all the CPU, but it's actually your project! Either way, it's going to be difficult to provide any more help without an example .capx.

  • Yeah, spritefonts aren't great for some languages, and that makes it tricky... unfortunately there's no good way C2 could show you a preview of where the text is going to go - since it depends on hidden details of the browser/OS combination, there's not a good way to know until you run it. Cross-browser testing is always important and you should be doing that anyway, and this is another reason why it's important. As we've always said, the only good workaround is to make sure there is enough free space around text objects to ensure they can fit regardless of any small changes to size/alignment.

  • The profiler tab will tell you where that CPU time is actually being spent.

  • Every browser and platform implements slightly different font rendering engines, so it's expected that it will never look quite identical across platforms. If you need exact predictable font rendering, you have to use a sprite font.

  • Using a stretched sprite should perform fine. If you're not sure, measure it.

  • fldr - why? the steps provided should cover it, and should help you stay up to date with future updates.

  • In case you didn't see my blog post, you can get WebGL running on a Raspberry Pi 2, although it takes a bunch of hacks. It seems to work fine for Construct 2 games!

  • We've had a few reports of this, but it must be something local on your system corrupting the file - either the connection or the browser or some buggy security software or something. Users who report the issue say that the torrent download works, which serves exactly the same file from the server, so I guess give that a go.

  • As per the bug report guidelines, please provide a .capx demonstrating the issue or there is basically nothing we can do.

  • This is a trickier problem than you think: if it worked as you described based on both sides being able to see the complete object, then all it would take is a single pixel corner of an object poking in to the LOS region to count as not visible. So then you really want to define something like the percentage of the object that is visible... but then calculating that with a few small objects strewn around the area between the two objects becomes extremely difficult.

    As eli0s suggests the simplest way to fake this is to allow LOS to multiple positions around an object, using extra sprites.

  • Sorry, we don't officially support the Android Studio route, so I can't offer any help for that - you're on your own if you choose to use it. There should be no performance or feature differences between that and any of the Cordova build platforms, so if you don't already know how to use Android Studio for this, it seems you may as well just use PhoneGap Build/Intel XDK/etc.

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  • It seems readable to me - the folders are already differentiated by indent, the folder icon, and the expand/collapse icon. It would be easier to read if you kept most of the folders collapsed instead of expanding everything. Perhaps a "collapse all" option would help?