Ashley's Forum Posts

  • Do you use thousands of images? Perhaps unticking "Cache icons for better performance" in Preferences may help.

  • The best way to get people to help you is make a new project that you can share, reproduce the performance problem, and then upload that .capx. Otherwise we can only guess.

  • Closing, please follow the bug report guidelines or there is nothing we can do to help you. We ask for that information so that we can actually help; if you don't provide it, you're not allowing us to help you.

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  • > In other words, the image file size/format has no effect on memory use. It's effectively decompressed and loaded in to memory as a 32-bit ARGB bitmap.

    >

    Does it means that if I have a 1024x1024 pixel spritesheet in my "image" folder, whether it is full of sprites, or just plain transparent with only a few sprites on the top half of it, it will use the same memory during the game?

    Yep. The content of the image does not matter, even if it is fully transparent: every pixel is still loaded in to memory with alpha, red, green and blue components.

  • With WebRTC, you can't ping a user without connecting to them.

  • Note this thread was originally posted in 2012.

    Margins have no effect at all on the actual game itself. It only affects the view in the editor.

  • Yes, of course - we should have support added before the main Windows 10 release.

  • Well this got bumped for something off-topic, but back on topic: your graphics driver is crashing - the balloon message in the bottom right of the first screenshot is what Windows tells you when the driver fails and it resets the graphics card (previous versions of Windows would blue-screen and shut down at that point, it's nice Windows 7 can recover). So it's a driver problem I'm afraid.

  • delgado - it runs at 60 FPS on my Moto X. If you have JS errors please report them to the Bugs forum following all the guidelines so we have the best chance of fixing them.

  • This isn't the right forum to ask general Javascript language questions. If it's not specifically to do with the C2 Javascript SDK, then you probably want to ask on a site like StackOverflow.

  • I can't really comment without a .capx, because I can't see if the events are efficiently designed or not.

  • Publish via Crosswalk, or recommend users update their browser to Chrome for Android.

  • Families are not involved in the texture loading at all. Texture loading works by individual object types instead of entire families to avoid dragging in loads of textures that aren't necessary. So if you have one "Sprite3" instance in a layout which is a member of a family, only "Sprite3" has its textures loaded.

  • lennaert - must be an old quote - it's basically accurate except we've supported layout-by-layout texture loading for a long time now!

  • Exactly! I don't imagine many, if any, would support keeping this for backwards compatibility reasons.

    It's hard to anticipate the impact of this. If it broke say 10% of projects then a lot of people would probably get angry and wish we hadn't. Some people have projects with thousands of events and combing through them for expressions involving any power expressions that could possibly return the wrong result (often tricky when variables are used) may not be practical. Then those users don't have any good options other than to stay with older versions of C2 and miss out on all future updates. (Cue the "is this how you treat paying customers?!" posts.)

    Previously we try to keep breaking changes to easily fixable things (e.g. if it breaks, change a project property back and it should keep working), or automatically fixable things (it internally checks the version when loading and applies a fix). This is a more difficult case to do that with. Still we could experiment with making the change on a beta release, but not everyone uses them.