Ashley's Forum Posts

  • It's just for information purposes, I don't think it's that important. Besides the real byte length depends on the encoding, and IndexedDB may use something else like UTF-8 for storage, so you can't actually really tell!

  • Oops, it does not end the splash if there are no images in the project. If you have at least one image it should work. Still, fixed for the next build.

  • I think it would be better to fix this directly in the keyboard/mouse object: if the window loses focus, then it will immediately fire mouse up/key up triggers for any keys which were held down. Then keys never get stuck, and games don't have to reinvent this feature every time in the events if they want to avoid the problem. Does that sound reasonable?

  • You need to provide a detailed account of the problem for anyone to be able to help you. What exactly happens? What is the text of any error messages? Does the browser start up or not? What does the browser display if it does start up?

  • - when you say a "clean install", are you also deleting %appdata%\Construct2? Otherwise your third party plugins, behaviors and effects may be left behind from a previous install. Nobody else is reporting this so it seems very likely the cause.

  • Closing, please see the bug report requirements. You may also want to read troubleshooting Construct 2's preview server.

  • Closing, please see the bug report requirements, the .capx is mandatory.

  • I'd point out Henry's article about Windows Phone was written for Windows Phone 8.0. Windows Phone 8.1 radically changed everything and made most of the points in that article out of date. Windows 10 radically changes it again. I'd basically assume everything in that article is out of date now.

    In particular I remember the performance issue with images and the suggestion to base64 encode only applied to the canvas2d renderer, which is all WP8.0 supports. WP8.1+ has WebGL support which certainly makes that part of the articule redundant.

  • Bl4ckSh33p - there are definitely GPUs for Windows that only support 4096x4096 textures (or if you get a really old dusty PC out maybe it even only does 2048x2048). It's not OS specific, it's to do with the graphics hardware.

  • This is by design. Simply unfocusing the window is not supposed to suspend it - suspending only happens when the window is in the background or no longer visible, such as minimising the window on desktop, or going back to the home screen on mobile. "Pause on unfocus" is a preview-only feature for convenience that suspends the game when you unfocus it, so the game doesn't keep running if you want to go back to the editor for a bit. Since it really suspends the game it fires "on suspend" and "on resume" just like the window was going in to the background, but this is specific to the "pause on unfocus" feature and not supposed to happen normally.

  • It can't be edited, but you can always make your own loader layout.

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    Please send an email to . We don't handle this type of issue on the forum, so closing this thread.

  • I'm always happy to investigate the performance of any .capx files if you think the C2 engine is the bottleneck. Usually however either people complain but don't send me anything so there's nothing I can do, or they send something and it is clearly bottlenecked on the hardware, e.g. hammering the GPU fillrate or ramming it full of WebGL shaders. In that case a native engine won't help since you'll just run in to the same hardware limitations. This is part of the reason I am very skeptical of claims to move to a native engine to solve performance issues - none of those hardware-bottlenecked games will get faster.

    Note that if it occasionally drops frames, that's not the same as a performance issues, that's more to do with the browser v-sync scheduling. Chrome has had some issues with that lately, but they're getting a lot better (Canary is already much improved for me). In these cases the engine/hardware are perfectly capable of hitting 60FPS, or possibly even much higher, but timing errors in the v-sync scheduler mean it occasionally fails to schedule a new frame even when it has the resources to do so. That should not be confused with performance issues where the engine or hardware do not have the necessary resources to reach 60 FPS.

    Note that single frame Sprites with no behaviors are specifically optimised to be zero overhead in the C2 engine.

  • I think I accidentally broke the server, but Tom has fixed it now!

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  • I think itch.IO need to support unicode characters properly.

    One workaround is to make sure all your object names and project files only use ASCII in their names. This makes sure every exported file only uses ASCII, and avoids running in to issues with other services.