Ashley's Forum Posts

  • This is really just a normal JS programming question, and this isn't really the place to ask that kind of thing. You just need to define the function in a scope where you can access the variables you want via a closure. Typically you have something like "var self = this" in the enclosing scope and then you refer to "self" instead of "this" in the function body. If you have other general JS programming questions best head to a site like StackOverflow.

  • Construct 2 automatically detects images which can be losslessly converted to PNG-8 and converts them on export. See Construct 2's export-time optimisations. However as R0J0 says, this has no effect on memory use, only download size.

    WebGL texture compression is tricky: it is usually lossy, so you lose detail in your artwork (a bit like converting your entire project to JPEG); its compression is not good enough to serve over the web; and encoding it in Javascript would probably increase the loading time a lot.

  • We now only support the webviews, not Canvas+. If you have an issue when using web views, please file a bug to the Bugs forum following all the guidelines.

  • To add a global function that won't be renamed by closure compiler, just use:

    window["myGlobalFunction"] = function () { ... };

  • It shouldn't matter if you do your math right. All angular operations should be cyclical so it doesn't matter if it returns -180 to 180 or 0 to 360. (Unless you display the result to the user.)

  • Nice demo! Very cool parallax effect. It's rock solid 60 FPS on Chrome Canary here. Did you export with the latest r198 btw? We made some renderer scheduling improvements.

    It can manage about 30 FPS on a Nexus 9 here as well. I'm not sure if there's something heavy going on to slow it down on mobile? Maybe some large WebGL shader? Or it might just be the fillrate on those trees...

  • Closing, it seems to work OK here, and your report needs to follow the guidelines for it to be investigated. Note we did not make any changes at all to the multiplayer engine in r198 so this is more likely to do with networking issues.

  • Oh, I just tried the .capx and there's definitely a lot of pitch shift, lol. I removed the doppler effect but it turns out if you don't specify anything then Chrome has a default doppler effect which is very obvious! It's a bug but I just fixed it for the next build - it specifically turns off the doppler effect if it's still supported.

  • Ashley Well, I don't use Doppler in my game.

    Are you sure? You would have to have deliberately turned it off, since there was a subtle doppler effect enabled by default previously.

  • An extra condition to check the object type means you've just reinvented the ordinary "pick by UID" condition!

    To pick any instance from a plugin type, you can also use families.

  • I can't reproduce in Firefox Nightly: sbperftest stays steady at around 100mb usage.

    Please do not refer to arcade games in bug reports, they all use old versions of the C2 engine and many are broken due to Chrome's web audio change. As per the guidelines you should always provide a .capx.

    Since it works here in Nightly it may mean Mozilla already fixed the issue. Try testing Nightly and see if there's still a problem.

  • Closing as we cannot do anything unless we know how this happened in the first place.

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  • This is a closed bug report. Please file a new report following all the guidelines if you still have any problems, otherwise it will not be investigated.

  • It appears the problem is the image for frame 2 of the Explosion object is corrupt. The browser fails to load it and C2 can't display it in the editor either.

    There is nothing we can do about this without the steps to reproduce this issue in the first place. Most likely I would imagine you imported a corrupt image file in to Construct 2, which is not a Construct 2 bug.

  • Are you sure you're not just hearing the lack of doppler sounds? The previous default was to have a fairly subtle default doppler effect, and now this is removed. So now it will sound slightly different because it will be playing at a steady pitch instead of a slightly varying pitch.

    I'm not happy that Google removed this feature, because their rationale sounded pretty weak. I think they just don't want to have to support it or something. But I don't want to have features in C2 that don't work in major browsers, so it's being removed from C2 accordingly.