Ashley's Forum Posts

  • I was going to put this in to the next beta actually. I really wouldn't hack the code to disable standby, that will have such poor consequences for battery life that nobody will use your app!

  • Closed, please follow the bug report guidelines

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Obviously if it's at all possible to deploy to Xbox then we will support that in a hurry.

  • Construct 2 does this deliberately because it's designed as a game engine and that's probably what you want a game to do when it goes in to the background or standby. I guess the Audio object should have a 'play in background' option to work around that.

  • Overall I agree: handling complex data structures and algorithms is difficult within the current event system, and the spirit of this suggestion is to resolve that. I'm not sure I agree with the specifics, but I agree that there is a weakness and that something along the lines of what is suggested would help. However such changes are deep and far-reaching and would require quite some rearchitecting. I don't think we could start addressing this within a C2 time-frame (more like C3, whenever that may be).

    I do however have some random points to add to what you've said which might help you realise the situation as it is right now is perhaps not quite so bad as you think:

    And I'm fairly certain that the process of creating a sprite, albeit offscreen, is far more resource intensive than manipulating much simpler data.

    Not really - sprites are actually very well optimised. If it has no animations, it sits on an invisible layer, and you don't make any collision checks, then IIRC it has no performance overhead from simply existing. This means it's actually a pretty reasonable idea to have some global sprites as a sort of namespaced global variable solution. So you can for example have some variables with names like "Stats.Accuracy", "Inventory.ItemCount", etc.

    [quote:1prxrse4]Sprites cannot have arrays, dictionaries, or other Sprites (or even anything remotely object related) as an Instance Variable.

    No, but an interesting feature of containers is that you can put an array or dictionary in a container with a sprite, and each instance of a sprite gets its own array/dictionary instance. The way picking works with containers also means once you pick one of those sprites with events, all actions/expressions to do with its contained arrays/dictionaries refer to its own objects only. You can add several arrays or dictionaries to a sprite in its container and have all sorts of per-instance advanced data structures for different purposes. While that's not using instance variables, it achieves the same end, and hopefully is a good workaround.

    [quote:1prxrse4]Customer.getInstance("customer1").getValue("Name")

    One of my concerns with expressions like this is performance. If "Customer.getInstance" returns an entire customer record with *all* their data, and then you discard it all and retrieve only the name, and then you do that a lot, then there's a lot of wasted effort going on. It's solvable with by-reference passing and so on, but it gets complicated if you want to start adding expressions that modify the result, such as slicing arrays and such.

    Other options could include:

    • involve this in a new modularity system somehow
    • better ways to integrate JS code (which is quite an extreme way to solve the problem I guess)
  • As always share a .capx or all we can do is wildly speculate. If I were to wildly speculate I'd guess you used an animated platform object and the animations are causing the jitter.

  • Yes, the two options you have highlighted should be the same.

    Node-webkit does not support the "Off" fullscreen-in-browser mode, though.

  • All our existing PhoneGap documentation was written around 2011, so I guess a lot has changed. I'll go through and review it all before the next stable build.

    It should be relatively straightforward though, and PhoneGap Build's help section should also get you going.

  • There's two sides to the question:

    • the source image has to be held in memory, and if it is large it will take a lot of memory, even if it is transparent
    • if it is drawn, transparent pixels still use up rendering bandwidth even though no visual change occurs

    If you set it invisible it is not drawn, so that is not a concern. So then if you make it a small image (e.g. 32x32) and stretch it up as big as it needs to be, it won't use much memory either.

  • It will have exactly zero impact on performance. A basically complete list of the things you should worry about performance-wise is here: https://www.scirra.com/manual/134/performance-tips

  • damjancd - have you tried r182?

  • As the platform tutorial says you shouldn't have the behavior on an animated object, make sure you are using a non-animated box with the platform movement otherwise animations will intefere with the collision detection of the platform behavior.

    If you don't want small falls to block jumps, just allow a jump as long as you've been touching the ground within the past, say, 50ms. You will probably have to set the vector Y manually since the behavior won't let you jump if you're in mid-air.

    I don't know why you're asking about forcing a platform animation since the behavior doesn't actually set animations, it just fires triggers as guides which you can ignore if you like and replace with other events if it suits you better.

  • apox Inc - please post a new thread in the Bugs forum, this report was already closed and editing the first post to something different means the thread no longer makes any sense which can make it very confusing to deal with

  • I can't reproduce it, I can open 10 tabs using audio here and it keeps working just fine. I don't think it's related to C2 at all, or possibly even the browser, it just looks like a hardware limit on your system that you can only have 6 tabs open playing audio at any one time otherwise the hardware can't handle it. I guess it depends on your audio hardware/driver. 6 seems a pretty low limit.