Ashley's Forum Posts

  • Hmm, which manual entry are you looking at? The engine now handles this automatically. In Safari audio will be muted until the first touch because that's a limitation Safari imposes, but you don't need any events to handle this. Also it doesn't reset every layout, it's only once when the project first starts.

  • The way to do this is to use an action with an object parameter, and only modify the instances passed to the action. That gives the user control over which objects to modify, as changing every instance in the whole layout (text, UI elements, etc) is obviously not useful.

    An object parameter passes the object type which has an 'instances' array. For each instance you can directly assign its x and y properties, and then you must call set_bbox_changed() on the instance after any changes.

  • I think the best way to support this would be through a half-vsync mode, so it caps at 30 FPS instead of 60 FPS. We need browser vendors to help make it possible though. Google are investigating.

  • Closing, please follow the bug report guidelines.

  • The text object you're trying to show the string in is probably not big enough. The string variable is probably being set correctly.

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  • Processing the audio to simulate the position certainly uses more CPU than playing a sound normally, but the difference may not matter to your game at all. Answer your own performance questions with measurements

  • I think it saves it somewhere in your AppData folder, in a binary format. I'm not sure, I didn't think it mattered.

  • Everything public that has been announced is in this blog post. If we have anything to add we'll make further public announcements.

  • If we had external level, sprite, object, etc. editors then everyone could just work together in real-time over dropbox lol.

    I'm not sure how this solves anything. Whether the various editors are in the same program or in different programs, you can still create conflicts by two people editing the same thing at the same time.

  • Post a bug to the bugs forum following all the guidelines, and perhaps we can work around it in the next C2 release.

  • michael - are you on Windows 10 or Windows 8.1? I think VS2015 requires Windows 10 to be able to make Windows 10 apps (not too surprising there). Also the XML validation thing looks like maybe you just need to type in an ID in project properties? If so then the editor needs to prompt for that.

  • I'd have thought it would be easier for the Construct devs to whip together a simple 'Hello World' program and run it through the tutorial steps - it doesn't work and hasn't for months for Windows apps.

    I checked that Space Blaster exports and runs correctly as a Windows 10 app, so I know it works for at least that. This is why, as the bug report guidelines describe, it is essential to provide a .capx for us to be able to fix any problems. This situation is actually so common that the bug report guidelines describe what is happening in this very thread, and describes how you can avoid this situation by providing a .capx and following the other requirements such as detailing your hardware and software setup, and the exact steps you have followed.

  • Yes, please report all issues to the Bugs forum following all the guidelines.

  • Ashley, you will look at the problem of multiplayer?

    I don't believe this is related to this bug report at all. Perhaps you should start a new thread in a different section, but note Edge does not support multiplayer yet.

  • Are the sprites significantly downscaled? What do the exported spritesheets look like?

    Currently WebGL mode can create mipmaps for high-quality downscaling, but only when the source image is a power-of-two size. Spritesheeting means every image on the spritesheet can use high-quality downscaling, but some leftover images can end up not on a spritesheet, end up with a non-power-of-two size, and then have to use low-quality downscaling. So the ones which you think are blurry are actually using a higher quality downscaling, whereas the crisp ones are actually aliasing due to undersampling, which looks higher contrast, which can be mistaken for higher detail.

    You could try setting downscaling quality to "high", which uses more memory but should at least be consistent.