Ashley's Forum Posts

  • Turn on unbounded scrolling and you can implement custom scroll bound logic for any shape.

  • I'm not sure this will do much to improve performance on modern mobile devices - they are surprisingly powerful. And it could noticeably affect the display quality of your game.

    • Post link icon

    That's the file your boss should have received when purchasing - either that or a redeem code to allow you to claim the license yourself. You should take it up with your boss since they purchased for you. For more purchasing help contact us at .

  • trueicecold - oh, good to know, maybe it works with Java 7 after all

  • trueicecold - r187 now actually requires Java 8, so it won't work unless you update.

  • The way the renderer works, it actually makes very little difference which you choose, if it's rendering to the same sized screen at the end (unless you choose 'low quality' fullscreen mode to do a stretch of a low-res screen). It's basically just choosing a different sized viewport. What makes a bigger difference is the resolution of the images the game uses, and even then I think you'd sooner worry about memory use than performance, since mobile GPUs are getting pretty close to laptop GPU performance these days.

  • The very best we could reasonably do is to import a subset of the initial objects and frames as Construct 2 objects and layouts. However it's very difficult, is easily broken if the file format changes, and is not all that useful (it is basically impossible to import everything since there are so many differences in how the programs work). We actually support importing layouts from GameMaker and GameSalad, and they were pretty complicated, and to be honest I don't know if they actually still work, and I get the impression very few people use it.

    Besides, if you start from scratch in C2, you get the opportunity to make best use of its features (e.g. tilemaps, tiled backgrounds, sub-events, etc.)

  • KojotSan - no, you should just add the 1px border on the loaded images as well.

  • I wouldn't use a string: you have to parse it, which adds unnecessary string handling overhead, and JSON is especially awkward to use in expressions since all double-quotes have to be doubled up.

    I'd just use an action to add one item, and the user can use multiple actions to add multiple items.

  • Construct 2 supports lots of platforms, so I think the best approach is "as many platforms as possible", so you can reach the most people possible.

  • If you can use WebStorage it's definitely preferable over node-webkit specific features, since if you ever want to port your project to a different platform it will just work, instead of the node-webkit specific bits breaking and needing rewriting.

    You should not redundantly write to storage on a timer. Just write if the value changes! You don't need a specific trigger for that, you can either use "Trigger once" or compare to the old value and only update when it's different.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I think this is less likely to happen again because Google's policy has changed on shipping new features. With the web audio API they shipped a prefixed version of the incomplete spec very early on (webkitAudioContext instead of AudioContext), and then when the spec was reasonably stable they moved to AudioContext and updated some of the method names to the (now different) spec, which broke content designed for webkitAudioContext.

    Nowadays they implement things behind a flag in chrome://flags while it is in development, and only enable it by default for everyone when there's more confidence the feature works and the spec is stable and unlikely to change. This is in part due to loads of sites, especially on mobile, ending up using webkit-prefixed CSS names, and actually skipping the standards-compliant names, to the extent that other browsers like Firefox and IE have to implement the webkit-prefixes for some sites to display correctly. This probably would have worked better for the web audio API as well, since it would have avoided widespread usage of an unfinished feature in Chrome before they finalised it. On the other hand back in 2011 audio support was so poor that supporting the web audio API was essential, and it took a year or two for the spec to finalise, so I don't know if we would have wanted to wait actually...

    tl;dr - seems unlikely to happen again on this scale.

  • I've no idea, I've never heard of this before. I thought the only way the cursor would disappear is if you deliberately hid it with the Mouse object.

  • We haven't updated the node-webkit version, it's still 0.10.5. So I guess it must be something different.

    I strongly suspect this is a graphics driver issue, especially if turning off WebGL fixes it.

  • Ah, maybe I was wrong - and it actually is probably more useful that way anyway. If you create an object at runtime then you might create it again later even after destroying it, so keeping its textures loaded helps prevent jank on the next creation.