WebGL rendering usually significantly improves performance, so I really wouldn't recommend that. If you get worse performance post a .capx and I can profile it to see if something has changed, but without that there's nothing I can do.
It recurses in the 'spawn' action so it never actually adds 1 to the variable. Move the add action before the spawn action and it works.
I don't think there's a plugin yet but you could make your own with the Javascript SDK: https://www.scirra.com/manual/15/sdk
It's a CocoonJS bug. Looks like they don't handle premultiplied alpha properly. Report it to Ludei.
I'm not sure why node-webkit shows a black background, but it's related to the layer's destination-atop blend mode. If you change that it works OK.
The Construct 2 engine handles this for you. When WebGL is enabled it loads textures layout-by-layout, and without WebGL the browser evicts unused textures on a last-recently-used basis.
Closing as not a bug: since you create the same object in 'on created', which then fires on created which creates another etc., you immediately infinitely recurse forever.
Thanks, should be fixed in the next build.
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Thanks, they didn't report the same value and now the debugger shows the same values as the expression. Note that your .capx multiplies the Y velocity by dt though so will still show a different value.
Can't reproduce, works fine here. The error message doesn't make sense, why would it be trying to load anything from datafastguru.info? Check you don't have any spyware or browser addons that are breaking your system.
Closing as most likely just garbage collection or JIT compilation. I'm afraid it's just something you have to live with, it shouldn't happen after the game has been running 30sec or so. Try using asm.js physics instead.
Closing as duplicate report. Workaround: pin the ribbon so it's always visible and enter the value and press enter afterwards.
Closing as won't fix. It's actually one of the few cases where the alert appears due to your own mistake rather than a bug. Event 3 says to find a path when a path is found (why would you want to do that?) so you infinitely recurse in to finding more and more paths forever.
Particle rendering issue should be fixed in next build.
Can't reproduce, works fine here. Are you sure you have read/write permission to both folders?