Ashley's Forum Posts

  • Closing as won't fix, the real problem is that the APK signing tool needs to be updated so everyone can be on the latest version of Java. IIRC another user said the new closure compiler does actually still work with Java 7 anyway, so maybe updating to that version will help.

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  • Closing as not a C2 bug, you need to configure Comodo antivirus to trust those executables.

  • It's not a bug. You have set up your events to recurse infinitely on startup, so in this case the error message is correct.

    When creating Sprite5, it fires 'On created', which creates a Sprite4, which is in a container so also creates a Sprite5, which fires 'On created', which creates a Sprite4, which is in a container so also creates a Sprite5...

  • Are your graphics drivers up to date?

    You also reported that IE11 is affected, which generally has had the best v-syncing quality. Are you sure it's affected? Is it the same on other systems? Are you sure it's not just that computer?

  • What does the WACK test say? Is there an error message or some feedback from the test results? What made you conclude the problem was a Construct 2 bug and not a problem with WACK?

  • I can't reproduce the issue on my system, so I assume it does not affect all systems, presumably only certain configurations. Perhaps identifying the kinds of system affected would be useful in the mean time, but ultimately a node-webkit update should fix that, and (usefully) that can happen independently of C2 updates now, so we can fix it outside of the normal beta/stable cycle when node-webkit updates.

  • WKWebView is iOS 8+ only and should be coming to PhoneGap soon (I think it might be subject to Apple fixing bugs first). However even without it, right now, PhoneGap is no slower and has a lot more features than non-browser wrappers like Ejecta and CocoonJS canvas+. We wrote about this on our blog with benchmarks in September: https://www.scirra.com/blog/150/html5-game-performance-on-ios-8

  • Why not release it for iOS 8+? It's only a matter of time before it reaches the vast majority of users. It's already up to 60% on latest figures. If you choose to support iOS 7 you will have to deal with wrappers which have some pretty difficult compatibility issues.

  • It's not always possible to do this: you can use expressions for names like

    "run" & number

    to switch between names like "run0", "run1", "run2" etc. Then if you rename all of those animations to "walk0", "walk1", "walk2" etc then the editor can't be expected to work out how to update the expression. So it could update the simple cases, but then sometimes it'll still be broken since it only partially updated it...

    One technique is to use global constant variables, which support renaming across the project, and give you one place to update a name in the event sheet.

  • Click the collision poly button in the tilemap bar. It's all there in the manual entry I linked to.

  • Just drag and drop the TMX file in to the Construct 2 editor, or click the 'Import TMX' button in the Tilemap bar.

  • Choose 'low quality' fullscreen mode and you can get it to render a small viewport which is cheaply stretched to the screen, which can improve performance.

  • I'd point out Canary changes literally daily and is a work in progress, so it could be different every day you look at it. Google engineers have already told me they're aware of v-sync issues in Chrome on Windows and are working to make sure everything runs as smoothly as possible. They actually already patched Canary at one point which made it run perfectly, but it regressed some other test cases they had so they reverted it for the time being. I guess they're working on fixing the other problems before they update it again.

  • iOS 8 is updating pretty fast, adding several percent market share every month. I'd just go for PhoneGap or Intel XDK and target iOS 8+ and Android 4+ with Crosswalk. The modern web views are really fast.

  • Node-webkit exports standalone executables for Windows, Mac and Linux, in both 32-bit and 64-bit builds for all platforms. You don't need anything else installed to run them (although on Windows you should make sure the user has the latest DirectX components installed, which is normal for Windows games). Since it's based on Chromium, it guarantees your game runs more or less identically as it does in the browser, which is a major advantage that people often don't recognise when suggesting "native exporters".

    The latest version of node-webkit does have a bug which was inherited from Chrome itself. Some people seem to panic when there is a bug, but it will get fixed (especially since I believe the issue has already been fixed in Chrome, it just needs to make its way to node-webkit).

    See Exporting desktop apps with node-webkit for more info.