Ashley's Forum Posts

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  • SamRock - the built-in IAP plugin should work on Windows Store universal apps (both desktop and mobile). I'm not aware of which ad services actually work in Windows Store apps - if you point me in the direction of one I can look in to supporting it.

  • The other solution is to overlap by 1px instead of placing exactly adjacent. I'd point out you'd have this same problem in any engine that implements spritesheeting.

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  • It looks like Windows Phone has really buggy audio support. The best fix is to get Microsoft to fix these issues instead of having to work around everything.

    Apparently Web Audio API support is in development for IE and should make a future update to Windows Phone, so hopefully that will resolve all audio issues on Windows Phone if nothing else does.

  • I can reproduce with Space Blaster (please always follow the bug report guidelines though) but it looks like a Safari bug. We use the Page Visibility API to detect when the page goes in to the background and pause all audio. You can see it works if you switch tab in Safari - the audio stops correctly. However if you press the Home button Safari does not tell the page it's become hidden so it's none the wiser and keeps playing the audio.

    I don't have an iOS 8 beta to hand right now to test on, but hopefully it's fixed there... if not I'll file a bug with Apple.

  • Oh, you're right - the X and Y expressions were supposed to take in to account the layout scale, but the code was wrong. It should be fixed in the next build for both Touch and Mouse, and layout scale and angle, if you don't pass a layer.

  • Closing as not a bug, this is just a re-hash of the "adjacent objects not seamless due to floating point rendering" gotcha that lots of people run in to.

    For adjacent objects to be exactly seamless, you must use letterbox integer scale, point sampling, and pixel rounding. Any other settings are liable to show seams between objects due to floating-point positioning or scaling.

    Spritesheeting changes the way object edges blend: normally they clamp to the object edge color, but on a spritesheet they are surrounded by transparency so fractional positions can slightly blend with transparency. This is a normal result in computer graphics, and the tilemap object is similarly affected.

  • Closing as not a bug, your events are wrong. You measure the distance with 'compare values', and since you have picked all enemies, it uses whichever is the first one when you retrieve an expression from Enemy (such as Enemy.X and Enemy.Y in the distance expression). So it can spawn an enemy anywhere 1000px away from the first enemy only, not any enemy. This is what your events say and it is working correctly.

  • Renders just fine here in Firefox too.

    Check your graphics drivers are up to date - it could be a driver bug.

  • Can't reproduce here, looks fine.

    I think it's likely a graphics driver issue. Are you sure your driver is up to date?

  • So I've noticed this with Space Blaster, and I'm afraid it's a crash in IE or the Windows Phone OS. There's not much we can do about it. The very line you point out is to play some audio, and it's already wrapped in a try/catch because I'd noticed in the past it would randomly fail and crash the game, so the try/catch is there to catch any exceptions and try to carry on running the game normally. But that's not enough, eventually the whole app crashes.

    I posted a bug report to Microsoft here: https://connect.microsoft.com/IE/feedbackdetail/view/970180/audio-crashes-windows-phone-html5-games

    All we can do is hope Microsoft fix it quickly.

  • The audio plugin is very complicated because it covers four audio APIs (HTML5 audio, web audio, phonegap audio, and an old appmobi audio API that probably doesn't need to be there any more). There are still major platforms without web audio support (mainly IE, old Android browsers) so don't forget all these features need to have some reasonable fallback when running with HTML5 audio. My point is you are trying to make it sound easy to implement but it's not quite that straightforward. Particularly with #3 (extended looping), we actually still play music tracks with HTML5 audio routed through the web audio API due to its ability to stream which reduces latency and memory use, but it doesn't support anything other than looping the entire track as far as I am aware (and sadly on most browsers not even a seamless loop). It's not simple to just switch music to the web audio API, because we used to do that, and on some devices (particularly Android) it can take 30sec+ just to decode the entire audio file, then it has to hold the entire track in memory (30mb+ per track), and if you free it to try to save memory, you have to do the 30sec+ decode again next time you want to play it.

    One day I'd love to make a clean break and rewrite the audio plugin to use Web Audio exclusively (with just HTML5 audio for music streaming) and add a bunch of new features, but I don't think it's a good idea to do that until browsers with web audio support have something like 95%+ share. Until then adding features to the audio plugin can be pretty awkward.

  • PhoneGap Build is free for one app. You can also download the PhoneGap build tools and build everything yourself locally, but that can be pretty complicated, especially for Android.

    I don't know what new things you'd expect in Construct 2 - do you have any specific suggestions? The main improvements in iOS 8 and Android L are WebGL support and improved performance in the web view, which is highly relevant when building with PhoneGap.

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    In case you were wondering, we are not going to change this.

  • Lunatrap - aha - as documented...

    [quote:15npgv87]High quality: mipmaps are enabled and the spritesheet after export pads out all images to power-of-two sizes. This can significantly increase memory use, but can resolve light fringing that can sometimes occur along the borders of downscaled objects in medium quality mode. Do not use this mode unless fringing is observed, since it can use a lot more memory.

    Emphasis added.

    You have deliberately chosen an export mode that is documented as using more memory. Unless you see the fringing artefacts, set it to medium and the memory use should go down.