Ashley's Forum Posts

  • Closing as won't fix. The multiplayer object does not support connecting between two different projects. Simply put everything in the same project.

  • Please attach a .capx or this will not be investigated. Due to spam new signups can't post links, so either attach it to the post or remove the http:// and parts of the URL.

  • Development on C2/the runtime would not stop completely - it would just slow down. There's a steady stream of new browser features, compatibility changes, platform tweaks, bug fixes etc. that regularly need addressing, and we would keep doing that. There may be minor new features as well, but it would be more like a maintenance mode than a steady stream of new features.

    I don't think the sales impact would be anywhere near that bad. People don't hold off buying Office 2010 because they knew Office 2013 would inevitably show up a bit later, right? If you need to do something now then you'll have to look at the options that are there now, and it's still a great product with loads of features. I am confident despite the scope of the idea it would not come close to "killing" Scirra.

    I regularly shoot down the idea of 3D and I'll keep doing it - I think it would be a totally different product, and as one of my linked posts said, it seems to me kind of paradoxical to have all the complexity of 3D and still try to make it simple. Modularity is a very compelling feature, but is a huge undertaking and would probably be easier to code in from the ground up while reworking the editor.

    Anyway, don't get too distracted by particular technology choices or business plans - the key question is basically when to do a new editor. Also as Fimbul mentioned it's hard for outsiders to take in to account everything that we do internally, but the feedback from real users is always useful. I guess it comes down to: do you want a dream UI with everything, but after a long time, or for slow and perhaps painstaking updates to the existing editor, but arriving sooner?

  • What on earth do you need a 1x1 tilemap for?

  • If Construct 2 crashes please fill out a bug report in the Bugs forum following all the guidelines.

    We can change 'Preview effects' to turn off blend modes as well, do you think it ought to do that?

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  • I don't think there are any totally obvious choices, there are always tradeoffs. I've not seen any web UI frameworks that in my estimation compare to what we use at the moment. Whatever we did, a radical technology shift or reworking of the editor (at least to support Mac + Linux) would take a considerable amount of time, pushing things back a long way while we catch up with what the editor already has. (We're too deeply tied in to Windows and MFC at the moment for it to be practical to port what we have already.)

    To what extent are those wanting editor enhancements willing to wait for this to happen? We could keep extending the C++ editor, which is relatively painful, and further invests ourselves in a Windows-only English-only editor. Or we could think about reworking the editor sooner rather than later, which in the long term could bring a lot of wishlist features but would probably be on the order of at least a year or more, during which updates to the current editor and runtime would probably be sparse. And we'd probably call that "Construct 3" given the vast scale and cost of the reworking.

    We've done it before with the move from Construct Classic to Construct 2, and that took time but I think it paid off amazingly well. This time around we could keep the same runtime which makes it less work. Thoughts?

  • Closing as not a bug. It is working correctly. You are probably confused by the scaling of letterbox scale.

  • Closing, please don't report bugs using old versions of Construct 2. We already fixed a bug to do with audio preloading in r177 so I assume this bug report is referring to that. Please test and report again if r178 is still affected.

  • Set a flag when changing layouts and ignore the triggers when they fire when that flag is set.

    It happens because it is a logical consequence of triggering "on destroyed" when the object is destroyed, and the fact that changing layout destroys all non-global objects.

  • Closing as very likely a graphics driver problem - even if you have the latest driver it can still sometimes be broken. If you have a dual-GPU laptop (e.g. Intel HD graphics + nVidia card), try checking that the other GPU's driver is fully up to date as well (since you have to keep both drivers up to date on such systems).

  • Closing, no .capx attached and the described behavior is by design. Changing a layout destroys all non-global objects, and their 'On destroy' triggers fire accordingly.

  • The engine already makes that call if you set the "Orientations" project property to landscape.

  • Giganten - can you prepare a demo like what rogerwang asked for when the freezing occurs?

  • Tokinsom - what is it specifically you are after? We have done lots of updates this year, and I am sorry if they are not what you are after, but if you just complain then I don't know what you want. I know you've probably mentioned it before (and it's likely already on our todo list) but I do keep tabs on the forums and I do use the regularity which specific features are mentioned as a very rough kind of voting system in my head. So far though there's not much useful to gain from your feedback.

    The editor is C++ and doing new UI features in C++ is generally a big pain in the ass, to the extent that a beta update can generally contain a basic implementation of a single new UI feature which is subsequently refined over the next few releases, or several engine updates in one beta update (which are comparatively easy and quick to implement, even for relatively significant new features). So usually it weighs up in favour of the engine updates. I think we are reaching a point where the engine is largely in good shape so perhaps now is a good time to return to editor UI features, but they are slow and difficult to produce. (I'd point out that had we done it the other way round we would end up with a slightly better UI and a seriously less advanced engine, so I think we did it the right way round.)

    In the long term we are thinking about where to take the editor in future, and how to solve this problem to make it really easy to add UI features - and how to allow third party addons to extend the UI usefully as well which helps take the pressure off us much like third party plugins already cover lots of niche/specific use/alternative features in the engine. This will be no small job though. I hope everyone can be patient, because to make a "dream" UI is going to take a lot of work... but it's in our sights!

  • I haven't been able to measure any significant performance benefits in a few random C2 benchmarks. However it might help improve Javascript execution since now the JS engine is fully 64-bit as well. I haven't really stress tested the logic part of things, it might be interesting to test something like physics performance on 32 vs. 64 bit. It might be a bit faster but it is ultimately the same CPU so probably not a huge difference.

    The main benefits I think are for memory use across the browser (lots of tabs can properly use all system memory instead of the bottom ~3 GB only), and security (more memory space to randomise across for sensitive things). Still, nice to have a 64 bit version of your games for free! It probably doesn't make a huge difference for node-webkit, where co-operating with other tabs and security concerns aren't so important.

    64-bit Chrome on Windows is still a manual opt-in. Hopefully some time in future it will auto-update for everyone.