Ashley's Forum Posts

  • - ah, you're right. There's a quirk in C2's spritesheeting system where single leftover individual frames are cropped to their original size instead of padded to a power-of-two size, which creates an inconsistency in their display quality. However you can work around it by setting "downscaling quality" to "high", which forces all exported images to be padded to a power-of-two size. But yeah you're right, there are a few odd cases like this which WebGL 2 will fix. Chrome is already experimenting with WebGL 2 - you can experimentally enable it in chrome://flags, but note the C2 engine currently does not attempt to use it even when it's supported. It's a good sign that it should probably be supported some time this year, though.

    FWIW, Construct 3 has a better spritesheeting engine that fixes some of these issues, even in WebGL 1 mode.

  • I think Windows sometimes shows that message for downloaded executables that it deems are "not commonly downloaded". Obviously when we first release a download, it's not commonly downloaded yet, so I think it needs some time to recognise that the file is OK. I'm a bit surprised it shows a message, the installer is digitally signed to prove it comes from us.

  • You can check which version you're using in the About dialog.

    The bug was indeed with the Audio object, but there's really no point trying to work around it, we already fixed it long ago - just update C2!

  • Steam doesn't have a very good way to handle rollbacks, which is one of its drawbacks I guess. However we didn't make any changes to the local storage object this build. Are you talking about storage in NW.js? The new version is supposed to automatically import saved data from the previous versions, is that not working for you?

  • Construct 2's backwards compatibility is excellent and thousands of users regularly upgrade without issues. Conversely, staying on old versions means you run in to issues we've already fixed, like you have in this thread. So actually I think it is more risky to not upgrade. Which version are you using? You can always back up your project and test the latest version without risking your project.

    • Post link icon

    NW.js 0.13.0-beta4 is out now, is that still affected?

  • Why can't the built-in pathfinding behavior do what you want? It could handle the kind of map you showed, providing you used a small enough cell size.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yeah it's a shame it's inefficient, but non-power-of-two sprites aren't smooth or render as well as power-of-two when scaled/zoomed out. Sometimes quality matters!

    Only during preview. After export they belong to a power-of-two spritesheet, so mipmapping takes effect (which is what improves the downscaled quality). Though with WebGL 2 it will work in preview mode as well I guess.

  • Basically when WebGL support levels reach almost-universal, which means old browsers falling out of use (notably IE9-10 and old Android browsers) and GPU driver quality generally being good enough that blacklisting isn't such a significant problem. WebGLstats.com is a good place to keep an eye on this although it hasn't been updated for a while. According to it's last data, something like 20% of Android phones and more like 45% of Android tablets still don't have WebGL support, and even 7-8% of Windows desktops still don't have WebGL support. I think for a lot of people that's still too many - I'd want it to be more like 98% on desktop and 90% on mobile, but it could depend on a few other factors.

  • Closing, please only test with the latest version of Construct 2.

  • In the browser error console, it's complaining about the use of the 'let' keyword, which I think was a mistake from an old beta release. Are you keeping your C2 versions up-to-date? Which version are you on? It should have been fixed a while ago.

  • Closing, please only file NW.js bugs for the latest version. If the newer versions don't work, please file bugs about that.

  • You already should ignore the power-of-two sizing for sprites. In fact that's the worst size for sprites, since they assemble the least efficiently on to spritesheets (considering it uses 1px border on to a power-of-two spritesheet). It only makes a moderate quality difference to non-power-of-two sized tiled backgrounds.

  • C2 just tells windows to launch a "firefox.exe" process, and this seems to work for almost all systems. It doesn't check any install paths or registry keys. I don't know why it's stopped working for you...

  • I think it would be easy in WebGL mode, but extremely difficult in canvas2d mode, because the way tiling transforms work is completely ridiculous in canvas2d. IIRC that's the main reason it's not supported!

    In the long-term we aim to drop support for the canvas2d renderer and use WebGL exclusively, so we could revisit it at that time.