Ashley's Forum Posts

  • "failed to create D3D shaders" is evidence of a driver bug I think. So double-check you have the latest drivers direct from your graphics card vendor.

  • If you pick an instance from an object type you don't know in advance, how would you make an action to modify that instance? To make an action you have to pick a specific object type.

  • I'm afraid there is very little we can do without steps to reproduce. Your project appears to open and run just fine here, so there are no signs of any problems. Is there any more information you can give us?

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  • Closing, nothing we can do about reports like this, please follow the bug report guidelines.

  • Sorry, we can't fix bugs in the audio encoders since we didn't develop them. The AAC encoder actually uses the encoder built in to Windows, so it's a Windows feature that is broken Either use an external tool to encode the AAC, or make sure it's a 16-bit PCM WAV at a common sample rate. Some people find very short sounds can't be encoded, and padding it with silence makes it work too.

  • Closing as not a C2 bug, this is to do with WebRTC peer-to-peer connections and the network configuration. I have tested and successfully gotten the WebRTC example apps to work over 3/3.5G, but it depends on the network, and each carrier's network will be different. I really doubt they are blocking UDP entirely, since that is commonly used for better video and audio streaming performance. I'd guess however that if you try to host a game on cell data then it is blocked, because your carrier does not want (or explicitly forbids in their TOS) running servers over cell data, presumably to avoid over-burdening their network.

  • Closing, as per the guidelines, we cannot investigate reports that do not include a .capx.

  • Closing as this is by design. Many web servers are case sensitive and this prevents "404 not found" errors due to getting the case of filenames wrong.

  • Closing, posts in the Bugs forum should follow all the guidelines. We did not make any file format changes in r198 and would document this very clearly if there was any impact to users.

  • Can't reproduce, works here. As per the guidelines please include the full text of any error messages, and include a minimal .capx that demonstrates the problem. It should be made from scratch, not a complete project.

  • Closing as not a bug (instances share images to save memory).

  • Closing, the .capx is mandatory, please follow the bug report guidelines.

  • Closing, please follow the bug report guidelines (test the latest version of C2, attach a .capx, list specific device models and OS versions etc) otherwise there is nothing we can do.

  • WebGL is up to 20x faster at per-sprite rendering on some systems, and in real-world examples can double the framerate. I can't remember ever testing a system that measured slower in WebGL mode than canvas2d, and I've tested a lot of devices! Normally the only reasons it could be slower are large, constantly changing text objects (which are slower in WebGL mode than canvas2d), or the extra work of running shaders. However there may be other reasons it appears slower. The graphics control panel tools that some graphics chips ship with (e.g. nVidia control panel) have the ability to override the rendering settings that applications choose. For example Construct 2 asks for a WebGL context with antialiasing disabled, but if you've modified the settings (or if the control panel has really stupid defaults) it might force it enabled, and for some reason not apply that setting to the canvas2d context. Antialiasing on a low end chip will completely murder performance, and then you end up with it looking like WebGL is a lot slower than canvas2d. So I'd double check all those settings.

  • You get a compiled script that you can run with node.js to host the server. If that doesn't make sense to you, you probably shouldn't buy it yet.