Ashley's Forum Posts

  • Do you have a dual GPU laptop with e.g. Intel graphics as well? In that case you need to update both drivers.

  • The problem is there is only one global obstacle map used for the pathfinding behavior. Everything pathfinds on the same map. So if you have object A with two obstacle types, and object B with no obstacle types, you have a conflict: should the one global map have those objects as obstacles, or not? In this case it happens to pick the global map where no obstacle types are defined. If you delete the red object there's no conflict any more and it uses the right obstacles.

    I'm not sure how to resolve this - having multiple maps becomes memory inefficient and possibly slower, but on the other hand perhaps the obstacle types should be global as well to avoid this situation... the easiest thing to do is to make sure you have the same obstacles added for every object using the pathfinding behavior.

  • Please attach a .capx as required so I can guarantee I am looking at the same content as you.

  • Closing, please follow the bug report guidelines or your report will not be investigated. All the requested information is necessary to be able to investigate.

  • Can't reproduce either issue in beta r183.

    Crashing when zooming the layout view strongly suggests a graphics driver issue. Try making sure your drivers are up to date.

  • Tiled supports auto-tiling and can be imported to C2. So you can design maps in that and import them to Construct 2.

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    Closing, this is what the store's for, don't post products to the forum.

  • So it sounds like if I import a sprite sheet with 50 images, and I only use 10 images in the Layout, I'll still be charged for the other 40?

    Yes. The tutorial you linked to was written before tilemaps were supported btw - it's a lot easier to use in the editor if you use tilemaps instead of sprite frames.

    [quote:35bbcvq7]Has anything changed for AUDIO since your last blog post, almost a year ago?

    Nope. Pre-Windows 7 you need to encode your own AAC. I don't think the Windows built-in encoder is still very good, so you might want to encode your own AAC anyway if audio quality is important.

  • You can write a web worker in your own plugin if you think there's something that could benefit from it, but they are best suited for relatively long running tasks (like pathfinding, where it is already used). Posting messages between workers has some overhead so if the amount of work is small, the communication overhead will be larger than the work to be done, negating the benefit of using a worker. In a game engine there's not much that qualifies for that, most tasks are small and synchronous.

    Export-time image deduplication will remove identical images between object types, but it won't reduce memory use in preview, and it's more sensible to use one object type for one set of images anyway. All frames of all animations are loaded regardless of if they are used, as described in memory usage.

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  • I'll take a look at logins for various SDKs in PhoneGap in the next beta cycle, but if anyone's figured it out already then sharing code samples would be useful.

  • Really makes me appreciate how amazing C2 is and the work and thought Ashley has put into the exporting process. You probably don't get enough credit for the behind scenes stuff like this, and it's pretty freaking impressive.

    Glad you appreciate it does some cool stuff on export. It's all documented in export-time optimisations.

    For iOS I really would recommend using PhoneGap right now. We will deprecate Ejecta as soon as iOS 8 gets ~75% market share, since it's not a real browser engine and so has a bunch of compatibility issues. As per the recent blog on iOS 8, PhoneGap is no slower than Ejecta and already supports a lot more features, and a future update should bring it up to Safari performance (way faster than Ejecta).

  • Looks like it's based on programming using a non-standard variant of Javascript that they've come up with themselves ("Object oriented Javascript"). So I wouldn't call it a direct competitor to C2, since it doesn't have an event system equivalent.

    Using a custom-designed language is risky: compilers are really hard to get right. Language/compiler level bugs can be extraordinarily difficult to deal with as a user, and a new language is going to be especially buggy. A major advantage of existing languages is you can usually assume they are more or less bulletproof and bugs are your fault, not some mysterious compiler bug that is breaking your code.

  • Here's another demo that attempts to produce GPU-throttling:

    http://www.scirra.com/labs/bugs/fpstest-gputhrottle.html

    Since it's canvas2d based on powerful hardware it's likely to still end up CPU-throttled, since the GPU can outrun how fast the CPU can issue rects. A better example might need a WebGL throttler to ensure genuine GPU-based throttling.

    On my laptop it reaches 22000 rects at 30 FPS and still has a narrow dt range, so I guess it's CPU-throttled.

  • What's the GPU hardware that is affected and not affected? Maybe it's specific to particular models/vendors.

  • This is the Bugs forum, and this is not a bug report, so closed. Consider posting in 'How do I'.