Ashley's Forum Posts

  • joelbelo, Maisey - you are both describing what is most likely connectivity restrictions in your own networking hardware/software. Read the tutorial I linked to above, it covers some of them. Some router types such as those found in corporate business networks simply block all peer-to-peer connections by their design in a way that is difficult to work around. The problem is still in your networking setup, not the multiplayer engine, which can usually connect through whenever allowed by the network configuration.

  • This does happen with the System object in a new project if the window is at a certain size. I don't think it has anything at all to do with third party plugins, I think it's an issue with Windows' display of the list control.

  • OK, given there are no further reports of this for about 2 weeks, closing as fixed.

  • Can't reproduce, works for me in Chrome running on Android 4.4. Closing.

  • There is nothing we could do to fix this: the browser generates the audio samples, not any Construct 2 code. You should file bugs with the affected browsers (crbug.com for Chrome and bugzilla.mozilla.org for Firefox). Closing as won't fix.

  • The bug is in CocoonJS. Construct 2 does support memory management and it works perfectly on every platform apart from CocoonJS. It is CocoonJS that loads everything on startup, not Construct 2. We have repeatedly explained to Ludei how to fix this, and even directed them to our Ejecta patch where we implemented a fix to a similar bug ourselves, and yet unbelievably they continue to say it's our fault. It is not our fault. I recommend using Ejecta instead which does not have the bug that CocoonJS has. It's free and open source with no limits for commercial use as well.

    Closing as not a Construct 2 bug.

  • You should report this type of thing as a bug following all the guidelines so it can be properly investigated,

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  • It's a difficult and non-obvious problem as to how to display large amounts of array data in the debugger conveniently. Even C++ debuggers usually only show a single dimension at a time regardless of how much data is in the list. Given a 100x100x100 array with random data in it, what could the debugger display that would be useful and allow you to quickly solve whatever problem you're having?

    I think to some extent you will need to come up with your own development visualisations using events. For example if you have a 2D array representing an in-game grid, it is probably better to come up with some development-only events (that are removed/disabled for release) that display a text or colored sprite in every cell to indicate its contents. That is probably a more useful than a raw debugger view in a separate window, since you can customise the way the information is represented, and it is directly connected to the gameplay. A good example of this is the pathfinding map visualiser in some of the pathfinding demos that come with C2: it shows the obstacle map using an overlay of red sprites the size of each cell. That's far more useful than browsing a huge grid of 1s and 0s in a debugger.

  • The fact the Facebook object does not work on CocoonJS is a documented limitation.

  • No, JPEGs are not spritesheeted. I think it could add artefacts along the edges of images anyway. Why do you have such a large number of images you want to JPEG compress? Why not use PNG for them?

  • I thought Firefox OS supported the fullscreen API. Are you requesting fullscreen in a user input event?

  • Chrome here says GPU rasterization is disabled as well but everything still runs smoothly. The bug indicates it's a feature only supported on Android at the moment. I would also guess it is unrelated.

  • Well our Space Blaster test still runs at a solid 60 FPS with minimal CPU usage (just 1-5%) so there is no obvious difference at all. You should be able to investigate further using the normal means of investigating performance problems, using the C2 debugger profiler and the Chrome dev tools profiler. If the difference is significant these tools should make it obvious what the performance problem is. This should always be the first thing you check as well, since there is very little value in commenting on a performance problem without any measurements.

  • I'm not clear what you are after. If you want realistic 3D shadows, that is not supported.

  • This is one of the reasons we don't have a feature request area - people often request things which are already easily possible and therefore don't warrant an official feature.