Ashley's Forum Posts

  • Closing as not a bug. This does not reproduce in the Tilemap object when seamless mode is on, only Tiled Background. Tiled Background uses wrapping on both axes (horizontal and vertical). Since you use Letterbox Scale and not Letterbox Integer Scale fullscreen mode (and for pixel-perfect display, Pixel Rounding and Point sampling), the display will use floating point scaling, and render objects at fractional pixel offsets. This means in some cases a fractional vertical offset in the Tiled Background object, which then wraps vertically and samples the bottom row of the image along the very top of the object rectangle. This is just how computer graphics works when you enable floating-point offsets; the workaround is to use letterbox integer scale, point sampling and pixel rounding, or low-quality fullscreen mode with point sampling.

  • Ogg Vorbis has never been supported in Internet Explorer, so it should be entirely unsurprising to learn that Edge does not have support for Ogg Vorbis either. If you stick to the recommended import format of 16-bit PCM WAVs and use Windows 7 or newer, Construct 2 will automatically encode the AAC files (.m4a) for you, ensuring IE + Edge compatibility for audio. This is not a bug, it's always been the case, and Edge is the same as IE in this regard.

  • Closing, audio works for me in Space Blaster and no .capx provided, so can't reproduce.

  • Gah. A supposedly trivial one-liner change that subtley broke things.

    There was another issue with the Video plugin so I've released r212.2 which should have fixed this now.

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  • Fixed this anyway in r212, can go down to 2x2 now.

  • In WebGL mode normal Text objects render their text via a WebGL texture, so the answer actually depends on how many Text instances you use. I'd suggest making your own measurements to compare them.

  • Only the same images between different object-types are not deduplicated.

    Not quite - images can be deduplicated between different Sprite object types. Only images between Sprites and non-Sprites (e.g. Tiled Background) are not deduplicated. From the tutorial you linked to:

    [quote:2f1x2y4j]images are not deduplicated between Sprite objects and other objects, since Sprite object images are spritesheeted and other objects are not. For example, a Sprite and a Tiled Background with identical images will still export two images, but two Sprites or two Tiled Backgrounds with identical images will only export one image. Usually these are both edge cases and it should not be a serious problem.

    Also image deduplication is a pretty quick part of the export process, even with large projects - image recompression takes far longer, and you can skip that.

  • I think graphics vendors are still getting the drivers right for Windows 10 - I had some glitches on my Win10 system right up until a few days after launch when a driver update came through and fixed it. Maybe give it a couple more weeks for the last issues to get worked out.

  • Phew, closed.

  • OK, as of this post (5:30pm BST), the r212 download has been updated. Can you try re-downloading it and verify it is fixed?

  • Gah. This will teach me not to make changes in a stable release (which I already knew I shouldn't...)

    It's pretty much a typo and r212 only went out a couple of hours ago, so I don't think it warrants a .2 release - I'll update the download for r212 shortly with a fix.

  • Eisenhans - not yet, it needs more investigation. It's not yet clear whether asm.js inserts eval() calls or if the box2d port of the codebase does, or if asm.js' use of eval() is optional and was enabled for the build. Another solution could be to file a bug with the Chrome Web Store to allow eval() support in some cases, although I guess their main motivation is to improve security.

  • Can't reproduce, appears fine in both NW.js and Chrome here.

    Since you indicate that you had Cleartype disabled, I assume this problem is because you basically turned off high-quality text rendering system-wide, so closing.

  • The Windows operating system itself has a limit of 10,000 graphics objects (i.e. images) per process. Apparently Microsoft think 10000 is enough for anyone

    This kind of thing (including the sometimes slow preview times for very large projects) is extremely difficult to work around at this stage since it would require extensive re-architecting to solve. This work is being done for C3. However it is unlikely C2 will ever be improved in this regard. We neither knew about this limit when starting C2s development, nor expected that anybody would create projects with that many images either!

    The techniques described in the blog post Remember not to waste your memory probably help. Although it's geared at reducing memory use, it probably helps reduce the image count too. Also exporting the project will build spritesheets for all the images which significantly reduces the image count and should help ensure it actually runs. Unfortunately exporting can be quite slow, but it gives you at least some way to run the game, and if you disable image recompression and minification it should be quicker than usual. I'd recommend trying to reduce the image count though, since that will have general performance benefits across your project as well.