The animation is just another piece of information to sync, just like the instance variables from the tutorials. In fact instance variables would be a good way to go, and just set animation A if the variable is 0, animation B if 1, etc.
The size limit is only on the source image. So as long as the tilemap image itself is small enough, it doesn't actually matter how big the tilemap itself is in the layout.
Note the maximum image size you should use is actually 2048x2048 - there is hardware out there that doesn't support 4096x4096 images.
This sounds like a bug. Please report it to the bugs forum following all the guidelines.
As far as I can tell from their documentation, the Web API only allows read-only access to a very limited set of user details: friend lists, already completed achievements, and a few other things. There does not appear to be any way to do something useful like submit an achievement, so I'm not sure there's much point in implementing it.
So the light would draw an area of white where the light can reach instead of black over the shadows?
You should already be able to get that with an opaque white layer with the shadow light plugin on it. You can use multiply blend with that. It should be straightforward, what is wrong with that exactly?
Yes, the way families work in Construct 2 allows you to simulate multiple-inheritence simply by adding multiple families.
The developers haven't updated it for a while. I asked them and they said it would be "about a month". I'm keen to get it updated since AFAIK the latest node-webkit is based on Chrome 32, which doesn't properly support multiplayer.
It probably makes no difference.
Closing, please do not use these forums for commercial purposes.
— - yes, look through the system expressions, renderer returns canvas2d or webgl. BTW please don't reply to closed bug reports, generally posts here will be ignored.
It's not possible with the downscaling mode, since it affects the spritesheets that are not exported. With tilemap, I don't see much of a need to change it at runtime, have you measured a performance difference?
Just suggest them here. Very frequently suggestions are either possible, or are off the cards due to scope (e.g. "make it 3D!"), but if you have small practical improvements that are not already possible we're always interested. Note you can already extend Construct 2 with the Javascript SDK.
Develop games in your browser. Powerful, performant & highly capable.
Heh. The Construct 2 text box is just a HTML form element floating above the canvas. Asking me to tell you how to do that in GM might be pushing the boundaries of our support a little
eli0s - maybe a tag system would help... so you can optionally give lights and casters a tag, and it will only cast shadows off objects with matching tags.
16:9 is an apsect ratio, not a window size. 854x480 is an example of a window size which has the 16:9 aspect ratio. What you were trying to do is set the window size to 16 pixels by 9 pixels.