Ashley's Forum Posts

  • From Performance tips under "common causes of poor performance":

    [quote:5itatcdj]Too many objects using Physics

    The Physics behavior is very CPU intensive. Using too many objects with the Physics behavior can cause considerable slowdown. You should design your games to use a few large Physics objects rather than many small Physics objects.

    Designing a mobile game to make heavy use of the Physics behavior is probably the least efficient first decision you could make. You might be able to get some more performance choosing asm.js physics mode in project properties, but the physics behavior is just about the most CPU-intensive behavior there is, and if you insist on sticking to it and have to use lots of objects then you are probably never going to get good performance.

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  • Are you sure? Did you try rebooting after the setup? It should drop those DLLs in the system folder so they're available to all applications, not just the node-webkit one.

  • aquinn - we only officially support PhoneGap Build. I don't think the CLI consumes the same format config.xml so things like the required plugins won't be included and will need to be configured separately.

  • We're due a stable release in the next week or two, so you could just wait.

  • Please attach everything relevant to the bug report to the report itself so I don't have to go hunting through emails. Also please make sure the .capx is as minimal as possible. Since you said it's now working as expected, I'm going to close this, please resubmit if you still think there's an issue.

  • Should be fixed in the next beta.

  • This is a known issue but I'm not sure what we can do about it in C2. Spritesheeting does affect edge sampling on images, but the project images are stored without any padding. Adding padding at preview time could make previews take significantly longer just to fix this minor discrepancy.

    I think it would have been smarter to have the editor store pre-spritesheeted images, but that's such a big change I don't think we could make it in C2, it would be something to think about for C3...

  • Closing, nothing we can do about this, you've just attached a project with the Animations and Textures folders missing so it contains no images at all. It's too late to fix the project, and without any information on how this happened in the first place, there's nothing we can do but speculate.

  • Why would you want to lock a landscape game in portrait mode?

  • purplemonkey - no, my last post is still true. The solution is to make an installer for your game that runs the dxwebsetup file.

  • Don't use translations in Construct 2, the feature was never finished and using a different language file will cause bugs.

  • On iOS 8+ and Android L+, PhoneGap basically supports everything the system browser does (Safari on iOS and Chrome for Android, although on Android PhoneGap is locked to the version of Chrome that is built in to the OS).

    The main problem with PhoneGap is some SDKs require opening new windows, e.g. for login prompts. In PhoneGap opening a window doesn't work because it's not a tabbed browser, it's just a single view making up the app. So I think the Facebook, Twitter and Google Play plugins don't work, simply because their login flows rely on opening windows, which does nothing. It should be possible to work around that, but it can be tricky - the best solution is if the SDK developers like Facebook are aware of this limitation and design their SDKs to work within PhoneGap.

  • Have you tried the latest beta? Node-webkit in r178 has a bug where it regularly freezes, which was fixed in a later update.

  • Not sure why you tagged me. I don't see anything for us to do on Construct 2's side, looks like you just need to rebuild your apps.

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