Ashley's Forum Posts

  • Sorry, this is not supported. What do you need it for?

  • No, iOS does not currently support WebRTC therefore does not support multiplayer. Apple need to add support for it to work. You can keep an eye on the supported platforms over time on other websites like caniuse.com - its WebRTC listing is here: http://caniuse.com/#search=webrtc

    Adding a list of supported platforms for every feature is difficult, since it changes regularly and is not always certain (e.g. WebGL support depends on drivers/OS features).

  • Oh, the 'Add ICE server' action doesn't support credentials. I'll try get that in for the next build.

  • This is something node-webkit needs to fix, or possibly even the Chromium developers. There may be a workaround though, such as shipping the older library with the game itself...

  • The Multiplayer plugin does support mobile, so long as it supports WebRTC and the data connection can pass through peer-to-peer connections (some cell data services accidentally block it). Currently I think only Firefox and Chrome for Android support WebRTC though.

  • I was very interested to see this too, but I couldn't measure any performance difference with the 64-bit version - looks to be identical to the 32-bit one in speed. However some logic-intense games may benefit, and it's also big news for anyone with loads of tabs open and using lots of memory, since it can now take advantage of all memory.

  • I'm not sure - I think it's only the latest source (off github) and it didn't make 1.5. Hopefully it will make 1.6.

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  • Global variables have virtually no performance impact. The only limit on how many you can use is how far you can go before it becomes unmanageable. If you are using loads of variables you might want to switch to an array or dictionary instead, simply because they are more manageable.

  • Unfortunately time travel is a tricky problem to solve.

  • Can't reproduce in r175 (which is using node-webkit 0.10.0-rc1) on Windows 8.1. Memory use appeared steady. Note it's normal with garbage collected languages that memory usage slowly increases, and then after some time it collects and goes back down again. That is what I observed. Perhaps you are mistaking that for a memory leak and the crash you saw was for a different reason?

  • I tried it in both r173 and r175 and it appears to work similarly in both cases. Looks like it traces the line through two blocks? Can you explain in more detail exactly what the difference you are seeing is? Also it is difficult to debug a project with 46 events - can you reduce this to a minimal repro that shows the fewest events possible that still demonstrate the change in behavior? Or can you describe which particular event or part of the events are working differently?

  • Closing as not a bug. In your attached .capx the touch positions do not line up with the layers, because you change the layer scale and use Touch.X and Touch.Y without a layer param. If you use the expressions which specify a layer e.g. Touch.X(0) or Touch.X("Game") it lines up and works OK.

  • Closing, please follow the bug report guidelines (including attaching a .capx)

  • 'Create object' is a particularly old, reliable and well-tested part of the engine. It seems more likely you are making a mistake during the upload process than that there is an issue in Construct 2.

    If you want this investigated further please provide a minimal project made from scratch - your project includes logic and many unnecessary objects that is not directly related to 'Create object'. If there really is a problem with that action, it should be provable with just 1-2 objects and 1-2 actions in the project. If that does not reproduce the problem it indicates that something else is to blame; following this process you should be able to post a new bug report that accurately identifies the real issue in C2 (if there is any) or point out your own mistake.

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