Ashley's Forum Posts

  • As far as I can remember, Classic *does* correctly cull everything outside the viewport, even when zooming. I can't remember how its letterbox implementation works, it might just overdraw black bars (FWIW Construct 2 does a proper letterbox and only draws visible content)

    If by "some systems" you mean integrated GPUs like Intel HD graphics, then you're probably running in to fillrate limits (i.e. the memory write bandwidth of the hardware), which is especially problematic at high resolutions. I honestly can't remember how Classic works in this regard any more, but if it has an equivalent to C2's 'Low quality fullscreen mode' where it renders the game small then just stretches the result up to the screen, then use that. C2 should soon be getting a front-to-back renderer mode as well which could significantly reduce fillrate and end up making C2's GPU performance better than Classic's! But there is very little hope of Classic getting that.

  • There are loads of third party services out there that could be integrated, and it's impractical for us to implement them all ourselves - we would end up spending all day every day integrating other people's services and never get any actual work done. Construct 2 has a Javascript SDK specifically so third party services can integrate support themselves without needing to involve us at all. So if Tapjoy works with HTML5 (and it's not clear from their site that they actually do support this) they should easily be able to add support themselves, as should any other third party service.

  • You should use the Cordova export for Android-based apps using a webview, not the HTML5 export (which is designed for websites). Cordova already does all of that as well, so you only need to build it - no need to write the webview integration yourself.

  • No, it's bundling the entire Chromium browser engine with your game. Android 5.0+ is gradually gaining market share and once that reaches a majority then you can use that to get the same results without the file size overhead.

  • Without using Crosswalk, your app will only run well on Android 5.0+ where the system webview supports WebGL, Web Audio etc. Crosswalk allows it to run well on Android 4.0+, which is most devices.

  • Read the warnings about executing JS code in the Browser object manual entry. In particular:

    [quote:3rwvy0dw]By default, code is minified on export. If you do not write Javascript that is compatible with Google Closure Compiler's ADVANCED mode, it may be broken and crash the game after export.

    After minify, the runtime code is mangled so names like getObjectByUID are shortened to unpredictable strings like "xf". It doesn't look in strings though, so that action is broken.

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    Ah, looks promising, will try it out soon...

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    As I wrote in my last message I wasn't able to get the update to work last time I tried, has anyone else tried and had any success?

  • WebGL 2 doesn't add much useful for a 2D engine, other than perhaps full support for non-power-of-two textures, so we can finally ditch all power-of-two image restrictions, even on tiled backgrounds. Currently no browsers support it, but it should turn up in the next year or so I think.

  • The message is correct: the game won't run from disk. Removing the error message won't fix this, you'll just have a broken game that does not tell you why it's broken.

  • Closing, we simply cannot do anything about bug reports that do not follow the guidelines. Please attach a .capx made from scratch demonstrating the problem, full projects are not normally useful for bug reports anyway.

  • I can't reproduce any problem, it works just fine here. I think ramones may be right and you've just got a zero opacity color selected. Or, since your steps said "Clicked on color icon" instead of the "fill tool icon", perhaps you're actually choosing the color picker tool, which actually only sets the current color and does not draw anything.

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  • Well, that doesn't surprise me, old terrible drivers are old and terrible. I did exactly what the description said with a call to glEnable again. Must be something different...