Ashley's Forum Posts

  • Our rationale for the way spritesheets are done is explained in this blog post: https://www.scirra.com/blog/87/under-the-hood-spritesheets-in-construct-2

    It's a trade-off between various concerns of PNG color counting and recompression, loading feedback, backwards compatibility, and a few other concerns.

    All images are exported as PNG unless you set them to JPEG in the image editor.

  • Not right now. There's no guarantee the chosen file could actually play, since there's not one format that is supported by all browsers and platforms.

  • The server must explicitly indicate that the image is allowed to be loaded from different domains using the Access-Control-Allow-Origin HTTP header. In the screenshot given above, it appears the gstatic.com owners deliberately don't want you to load their images remotely, likely for security reasons. It's up to the server operator if they allow that.

  • Image deduplication ought to remove identical images on export. If that's not working for some reason, please make a minimal repro .capx and post it to the bugs forum otherwise it will not be investigated. The most likely explanation is the images are not pixel-perfect identical and have small differences, or are different dimensions.

    Instead of duplicating such an extreme number of frames, it sounds like it would be far better to just have one sprite with every frame once, and then manually use 'set animation frame' instead of re-arranging loads of different animations in C2.

  • It doesn't sound like this is anything to do with Construct 2. 500mb memory usage is still pretty extreme for mobile devices. You are probably running in to hardware limitations that you will encounter with any engine or framework, even a hand-written native app. I'm not sure where you got the idea that 500mb ought to work, but I'd recommend aiming for <100mb memory usage to be able to run on a wide array of mobile devices, and ideally <200mb to run just on mid- to higher-range mobile devices.

    Apart from that I'd recommend not using CocoonJS, since it doesn't have memory management and will try to hold the entire game in memory at once (which will be higher than C2's estimated memory usage, which assumes a browser that does not do that). Both Ejecta and Crosswalk have working memory management.

  • You can already load just the first layout using a loader layout.

  • Tinimations - how big is your project exactly? What does Construct 2 estimate in the status bar? It sounds like it's huge and the system is running out of memory.

    I'm not sure a HDD vs SSD will make a huge difference. Modern OSs use spare RAM to cache regularly used files on disk - regardless of the disk technology - so they don't even need to be physically loaded at all if used regularly. On the other hand if your project has 100mb of images, every preview will need to decompress all of that. Getting a CPU with more cores should help with this, since modern browsers should be able to decode images in parallel across all cores.

  • I don't buy the original rationale for this. They say things like "I was used to seeing WebGL games with 10 moving sprites move at 5fps". That strikes me as some kind of fault - WebGL should never be that slow. Indeed even with Construct 2 you can get 10,000+ sprites on-screen at once with WebGL even on a mobile device.

  • Node-webkit is based on Chromium which is a multi-process browser, which improves its performance, stability and security. It's normal to see more than one process for browser-based content. Windows is probably just showing the same memory reading twice since it's the same app.

  • We don't currently support independent signalling servers. However our own server is running on a powerful dedicated server with a gigabit connection and very good uptime, so you shouldn't have any trouble with it!

  • All form controls float above the canvas. That can't be changed.

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  • No, it shouldn't, have you tested it?

  • Use 'auto join room' with a max peer count. To display a list, request a room list.

  • The built-in savegames system should still work fine on node-webkit. Have you tried it?

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