Ashley's Forum Posts

  • Construct 2 should pause the app automatically if you do that.

  • At this point in time there are 3 main reasons games don't get to run buttery smooth (as far as I'm aware):

    1) GPU blacklisting: although this is becoming less serious over time as old devices die out, it's still not too hard to find old Windows systems or old Android phones where the GPU is buggy and prone to crashing, so the browser falls back to software rendering.

    2) Synchronous Javascript compilation. While most JS engines compile code concurrently, apparently they still have some key points which still run synchronously, so block the game while it does whatever it needs to do. I think this only affects mobile, since most desktops are simply fast enough to do that work in <16ms and not drop a frame. Javascript engine improvements should resolve this, we have open bugs with browser vendors for this type of issue.

    3) V-sync quality. This is a passing issue in Chrome (the Chromium team is aware of it and are working to fix it) and Firefox (which to me looks already fixed in Nightly), and is made worse by the fact the latest node-webkit is based on Chromium 38 which has the bug. This will be fixed in due course as subsequent Chromium and node-webkit updates come through.

    There's nothing unsolvable here, we should see all three points improve through 2015 and beyond.

  • In your example on both Chrome 39 stable and Canary I don't see any unusual input lag. I tested on a Windows 8.1 laptop with dual GPU (Intel HD graphics / nVidia GeForce GTX 675M). So I'd guess this correlates to certain system configurations.

  • - actually, you should be able to change the name of things and it will still work, since it doesn't save data by the names of items, it uses a hidden unique ID instead (so you can rename everything and it still knows where to load data).

    If you add any new object types obviously they won't have any saved data, and if you delete object types then it won't load any thing saved for them. Similarly if you add layers or remove them etc. you might lose data, but if you don't make any such substantial structural changes it should keep loading just fine.

  • If you don't make any collision checks then the engine doesn't do any automatic collision checks. There must be something in your project that is making collision checks.

  • Did you try it? I think it should work, assuming node-webkit skips the permission prompts. If it doesn't work, file a bug report following all the guidelines.

  • Have you tried testing again in the latest build (r192)? We fixed a memory leak which had a significant effect on large projects.

  • Please provide a minimal .capx not using any third party plugins as per the bug report guidelines, and it's worth testing in r192 in case we already fixed it.

  • I don't think there's anything we can do about this: we just listen for the double click event and if the browser doesn't send one, it won't fire our trigger. The fact it works in Firefox suggests our code is correct but Chrome and IE simply don't send the event.

    Workaround: simply check for right clicks and if the second click comes within a certain time period of the first, treat it as a double click.

  • Can't reproduce in Chrome, works OK here. Try disabling all your browser addons (sometimes they can break C2 games) or test with r192 (we may have fixed the bug already).

  • Very short sounds are known to hang the AAC encoder, but there's nothing we can do about it, since it's built in to Windows and we can't easily replace it with a different one due to the patents on the format. I'm afraid you just have to make your sound longer by padding it out with silence.

  • Closing as not a bug, it's by design you can't have two triggers in the same event, because it would be impossible for them to ever both fire at the same time.

  • Closing, please follow the bug report guidelines. There is absolutely nothing we can do about this report.

  • Closing as not a bug, it is working correctly. The confusing thing about OR blocks is they can pick 0 instances for a condition. In this case it picks no "Sprite2" instances, since no Sprite2 instances meet the condition "textvar is not empty", but the event runs anyway because a previous condition was true and OR blocks only need one condition to be true to run. The problem is that you were expecting the wrong thing.

    Look at it this way: if 'Sprite2' *was* set to visible even though its textvar is empty, it would be contradicting the previous condition that checked its textvar was not empty.

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  • Closing:

    1) please follow the bug report guidelines and provide a .capx that reproduces the problem. As our guidelines explain it's generally not useful for you to send us your entire project anyway, and reproducing the problem in a new .capx means you can share it.

    2) can't reproduce on Windows 8.1, I got as far as 9 instances of Chrome running Space Blaster and it worked fine. Also IE does not support AudioContext, did you really test it and encounter the problem there? You indicated it reproduces on IE.

    3) the error message is probably right and you have a hardware limit which you are running in to.