Ashley's Forum Posts

  • I can't reproduce, I dragged the red sprite for a while and tried zooming in and out and it seems to work fine. It sounds like it might be a driver bug, are your graphics drivers fully up to date?

  • Closing as not a bug. It's working correctly, and restoring the background color at the time of the save. Savegames are the full game state and include everything, including layer properties.

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  • I think this should be fixed in the next build, since it unfocuses form controls when you click away from them.

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  • I don't think any pathfinding algorithm is best in all circumstances. In two tries I was able to draw a map that A* performed best on (714 operations, vs. 767 best-first, 803 trace). A* is pretty smart at trying likely routes. It seems if you draw a map where there is a long likely route that's actually blocked off at the end, and have a fairly indirect route to the target, then A* is sometimes fastest at working out the first path is a dead-end and then quickly identifying a route down the second path, whereas other algorithms sometimes revert to a slow iteration working backwards. Basically given arbitrary circumstances I think A* manages to never be terrible.

    Wikipedia says A* "considers fewer nodes than any other admissible search algorithm with the same heuristic". The cost of running the search is also amortized by running it in a web worker, so it runs in parallel to the game and therefore shouldn't ever impact the framerate. So I think it's not a problem as it is.

    Still, it's a very cool demo and great visualisation of how the algorithms work!

  • The question is ambiguous. If you are referring to Construct 2's runtime code, that is not GPL-licensed (nor under any open-source license, despite being unprotected in the install directory), nor can anyone re-license it, but it is (obviously) permitted to be republished at will royalty-free with commercial use. If you are referring to your own Construct 2 project data (the .capx/folder project), you can license it however you like, but I'd have thought that was obvious, it's your work!

  • Construct 2 has much more complex dependencies than a document. Each part of a document is just text and formatting, and a conflict is obvious (either wrong text or wrong formatting). In Construct 2 you can have things like families, behaviors, family behaviors, and so on. Removing something like a family has a cascade of effects: several object types are affected; events relating to the family disappear; all references to the family behaviors must also be removed; and so on. If you press 'undo', all of this has to come back again. Just undo for a single user is a pretty complex problem to solve.

    I'm not convinced any of the workarounds are very good: either you can't delete the object when you really intend to, and you first have to root out its dependencies and manually delete them which could be really time consuming, or you end up with ghost references everywhere without knowing why and you can't save or export the project until you clean everything up, which is a pain... and merging on save is like SVN

    I think the feature is extraordinarily complicated to implement, and would not even be that practically useful. I think it's another case of a imagine-it-being-amazing-and-solving-everything feature request without taking in to account the practical likelihood that being able to collaborate in real-time simply allows you to contradict what someone else is doing simultaneously, and get in to a huge mess. I think you'd still have to learn to work on separate parts of the project at a time to avoid conflicts, and if you do that already with SVN, everything should merge smoothly. So no, this is not planned, I don't think it would ever work well enough to be worth dealing with the incredible implementation complexity, and you can already use source control solutions that work nearly as well with planning ahead. Instead I think it would help more to have other supporting features like modularity and as mentioned easier ways to merge existing projects.

  • You can't draw anywhere other than in your plugin's draw() or drawGL() callback. If you draw in an action it will ignore the object's scrolling and Z order, and overdraw it with the rest of the game.

  • Put it in an iframe.

  • You should stop, and design your game differently. Read: Remember not to waste your memory

  • "Load image from URL" should work fine. The most common problem is cross-domain security restrictions - the server you load from has to explicitly allow you to load the image remotely.

    By default Construct 2 uses WebGL rendering, so will call your plugin's drawGL function instead of draw (which is for canvas2d). You need to write both and have them render the identical thing.

  • VIKINGS - you should be wary of using information from such old threads, because things change so quickly in the technology world. That is a thread from 2011 discussing iOS 4 and iOS 5 which had some issues. iOS 6 was released in 2012 and had Web Audio API support, resolving all the issues. So it has not been a problem for 2 years now.

  • nutcase84 - yes, the accelerometer expressions in the Touch object should still work on the ZTE Open C, since it has an accelerometer.

  • That's amazing dedication, well done!

    Edit: Tom can you also look in to why the consecutive streaks ended?

  • nutcase84 - it can still determine its portrait/landscape orientation from the accelerometer, using the direction of gravity. That doesn't mean it has a gyroscope.