Ashley's Forum Posts

  • Maybe for Construct 3.

  • My earlier posts in this thread from 2013 are still correct.

    In non-tiled images C2 adds a 1px transparent border to allow soft-edged rendering and also has a consistent visual appearance to internal transparency too.

  • The error message is correct ("Scripts may close only the windows that were opened by it"). Web pages cannot arbitrarily close windows that the user opened. They can only close windows that were opened by a script. I think browsers actually have a more complicated set of rules than that to determine if a page is allowed to close its own window, but basically you can't really rely on it.

  • We actually planned to make a game a couple of years ago, but we simply didn't have time. That hasn't changed. A serious game can take years to design, develop and release, and we would basically have to put Construct development entirely on hold during that time. I don't think anybody really wants that.

    I'm not convinced there are many benefits to it, either. Despite what you may think I am listening and do pay attention to everyone's concerns here. It's just there's not always a lot we can do. If we were making our own game when we saw the Chrome update that broke v-sync, there's still not much we can do beyond file a bug report with Google, and it is not going to cause me to have an epiphany that we should go and make a native engine, because our experience with Construct Classic's native runtime has shown us it's not necessarily any better that way.

  • My concern with this kind of approach is the "squish by 50%" step is destructive to artwork drawn in planometric style. Linear sampling will blur pixels, and point sampling might inconsistently pick pixels depending on floating point scaling or positioning. It seems a better idea to just draw your artwork in isometric to guarantee pixel-perfect rendering.

    There was a reason the engine doesn't support per-axis scaling of layers, but frustratingly I can't remember what it is...

  • The Windows OS itself has a limit that each process can only load about 10,000 objects. Each image file counts as one. In my research all I could find was a blog post by a Microsoft engineer saying "10,000 should be enough for anyone"

    We did not know about this before making C2, so it is very difficult to do anything about it. The only workaround is to move spritesheeting in to the editor instead of only upon exporting, but this is an architectural change which I think we will only be able to take in to account for C3. Alternatively all you can do is refactor your project to use fewer images, or rely on a slower export-to-preview cycle. I must say 7000+ is an extraordinary amount of images and usually this means you're doing something incredibly inefficient, like making 50 variations of a 100-frame animation, each with small changes. That is usually unnecessary and you can find another way to get the same result without thousands of frames.

  • 1) No.

    2) You could just set "Generic level" as the event sheet property for a layout. Otherwise you always need to include it. Any sheets which are not included are not run (as per #1)

    3) No.

    You can test when events run pretty easily, by adding an event with an obvious effect (e.g. playing a sound) and seeing where it takes effect.

  • Please review the bug report guidelines. A .capx is mandatory, and we don't want your full project either.

  • There is no technical reason other plugins would affect IAP - the IAP object works by itself without any interaction with any other objects at all. This sounds like it's just a mistake in your events.

  • Construct 2 also requests that it not get a software-rendered WebGL context. Other demos might allow software-rendered WebGL, but that can make them run very slow. Construct 2 still falls back to canvas2d in that case to try and get best performance (since canvas2d may still be GPU-accelerated).

  • The error looks like "address not available", so I guess you don't have permission to run a server on that address. Check the command prompt is running with administrator permissions and that the IP address is correct.

  • Browsers can fall back to canvas2d if the graphics driver is buggy or the hardware is unsupported. Different browsers have different requirements so it may work in certain browsers but not others. Make sure your graphics driver is up to date, but if that doesn't work you probably need new hardware.

  • It really is a better idea to write a plugin for anything but the most trivial Javascript statements.

  • [Scirra should] determine whether their products do indeed have bugs without placing a lot of that burden on customers...

    Unity devs... often provide steps for me to check if something is a bug in the product

    So it's OK for the Unity devs to send you steps to check if something is really a bug, but not us?

    Perhaps one of the differences is that Construct 2 users are often either inexperienced or non-technical, and are prone to seeing their own mistakes as C2 bugs, or just making vague bug reports which are impossible to follow up on. It's conceivable that the higher technical requirements for using Unity mean that the majority of their bug reports are high quality reports which really are bugs, whereas it is definitely the case that a significant proportion of C2 bug reports are not bugs or not actionable reports. This would mean Unity can afford to make the odd exception to invest in testing and debugging only to find it was a user's mistake, but we cannot, since it happens too often.

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  • Are you sure it's a first upload and not an update and that you definitely exported with 204.2? Does it work if you export without minifying?