Ashley's Forum Posts

  • This is not something we can add, your game has to define it, for example by reading query string parameters and trying to join that room.

  • Adding an empty event to block the browser default action is documented behavior. It only works with the 'On pressed' triggers, not the 'Is key down' conditions.

  • I'm not clear what you think is wrong with the positioning. What are you expecting to happen?

  • A 500kb game should load in 20 seconds on a decent 3G signal. The average size of the top 1000 websites is apparently 1.2mb. Whoever is imposing a 250kb restriction is asking you to produce a working game in about one fifth the size of the average website, which is a very unusual limitation to put in place. Either way the compressed script is only 35kb so represents only 14% of your budget.

    We are not designing a game engine for such extreme requirements. It should be obvious that a game is going to be a fair bit larger than a website. Perhaps you need to hand-code the game to meet such stringent limits.

    FWIW C2 does not use CSS at all (all canvas-based), and I am doubtful your own PNG compression can beat what Construct 2 already does - be sure to double check you're actually reducing sizes and not using a less optimised tool that is producing larger PNGs.

  • You shouldn't use my Ejecta github code any more - they have merged it in to the main branch along with other changes. Use the official code from https://github.com/phoboslab/Ejecta. That's the first thing to try.

    Secondly you really cannot diagnose this properly without having a Mac connected to your iOS device (unless you can reproduce the issue in an emulator). If it crashes while connected and running from Xcode, then it should provide you information about the crash in Xcode's logs. Without this information anyone looking at this problem is reduced to guesswork. It would also tell you very clearly if there is a memory problem or if the crash is caused by something else (and then hopefully Xcode's log would help us identify how to fix the problem). It could also be caused by third party plugins, so removing all of them and testing again would help isolate that.

    Other than that I don't have much experience with Xcode's codebase - it was written by another developer - so you might get more insight from logging a bug with the official Ejecta project. Even then they will probably immediately ask you for the information from Xcode's logs as well.

    If you can extend your deadline, iOS 8 should fix all of this: you can just use PhoneGap, and it should run the same as the Safari browser. Unfortunately in iOS 7 PhoneGap is still very slow.

    I would suggest CocoonJS, but they have never supported memory management, so if that's the problem it will likely be even worse there.

  • That would only take in to account the state at the time the path was calculated, and changes while the object is moving along would be ignored. It also would not take in to account other object's plans to move through there, meaning sending 20 objects off at once will promptly traffic jam them all in the same place. Taking in to account dynamic changes and other object movements would probably have a high performance overhead, and is difficult to implement given actual pathfinding happens in a separate JS context on a web worker.

    The RTS template already avoids stacking at the destination by maintaining formation. I don't think adding delays would make any difference.

    Your solution to head-on blocking does not work in the general case: if two objects wedge together beside each other (e.g. both trying to squeeze through a gap), both turning the same way will continue to jam them even worse. So one blocked evasion strategy is not enough: you need to take in to account their relative orientations, and possibly even the other surrounding objects, to know if they do in fact have room to do anything. I mean consider two objects hitting head on down a narrow alley - there is no room to turn, so they must reverse instead. If it detects the wrong thing, it will likely jam itself in an even worse position and may even get permanently stuck. This is far from simple.

    I have spent many hours on this in the past and it seems pretty intractable to solve in the general case. Depending on the cell size is also a bad idea, since you might want to adjust that for performance or detail reasons. That's not to say it could be better, and I will try to come back to this and figure out some ways of making it easier to deal with, but I think it is far, far more complex a problem than you appear to appreciate. Objects moving through each other looks wrong, but actually works really well, so there's that.

  • As described in the manual, scale inner crops the display down, so it might cut off the edges but otherwise will be fine. It won't show bars, that's what the letterbox modes do.

  • All games will show seams with adjacent objects at floating-point positioning/scaling unless you use the correct settings.

  • There are plenty of updates - the upgrade over WP8.0 is substantial. There's WebGL support, better audio playback support, IAP works, and more. Export a universal app and try it.

  • See the section on string expressions in the manual.

  • irina - that in itself is a very difficult problem and doesn't necessarily help. If two objects drive in to each other head on, do they both go in to 'path blocked' mode? What if a whole traffic jam or gridlock forms? The whole essence of the problem is really determining that, it doesn't help reduce it much. Also pathfinding by default does not try to avoid any other objects, so recalculating the path will just return the same path it was already on.

  • tumira - I tried changing it to UTF-8 (with BOM) and it didn't fix it, at least on Android 4.4.2. I'm pretty sure it's a bug Ludei need to fix.

  • They just need to add support for HTML5 games. We would obviously immediately support PS4 in Construct 2 if they added that, but right now as far as we are aware it's not supported.

    However the Wii U supports HTML5 games, there's good suggestions the Xbox One will as well via Universal apps, and the PS4 apparently already renders the menus with WebGL, so it seems they have the web tech there...

  • No, that is the already stripped down bare bones runtime. It's not actually that big, since jQuery (a JS library used on a huge number of web pages) is about 95kb when minified. On top of that most modern servers will send it over the network compressed, which will reduce the "empty" C2 script size from about 106kb to 35kb from a quick measurement.

    Who or what is imposing a 250kb limit, why is the limit imposed, and does it apply before or after compression? It makes very little sense since a single image or music clip from the game could easily dwarf that.

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  • It's not whether Construct 2 supports them, it's whether the browser does. The video object has support for WebM (VP8), Ogg (Theora/Vorbis) and MPEG-4 (h264), which covers all modern browsers.