Ashley's Recent Forum Activity

  • Closing as not a bug.

  • I made it disable the default application/x-www-form-urlencoded type if you use 'Set request header' to set Content-Type, so should be fixed in the next build.

  • But when you have to write tons of events, it would be so nice to have charts you can quickly reference to. Here on the forum, or even better inside C2.

    Something like this:

    lerp to an angle, use this:

    lerp to a position, use this:

    lerp to speed, use this:

    lerip to scale, use this:

    lerp to variable value, use this:

    every tick events: don't use if this and this. Use if this and this.

    every X second: don't use.

    If you're rotating, moving, accelerating or basically anything else, the answer is just add s * dt. "Every X seconds" is already framerate independent because it measures time, not frames, but people often get confused about it so the original delta-time tutorial specifically covers it.

    Lerp is kind of a special case so I added it to the tutorial. I think that basically covers everything?

    • Post link icon

    Closing due to basically admitting to using a pirated version of Construct 2. It's asking a lot to expect anyone to help you in that case.

  • We used to run polls for the most wanted feature, and multiplayer always won by a huge margin even with a warning like "it could be very difficult to use".

    We spent months researching and developing the feature. It was a fun project to work on, but a lot went in to it. After release we've seen it hasn't had much uptake - nowhere near what the original polls suggested. As far as I can guess, it's because it's pretty difficult to get in to (not because the feature is unnecessarily complicated, it does a massive amount of work internally for you, but just the mindset of thinking about the flow of data between the host and peers).

    We can't justify spending even more time working on more advanced features when not many people are using it. All in all I think it was a pretty interesting lesson in how people's imagination of features is more exciting to them than the reality.

  • Write a function to stop all audio, then call the function from JS.

  • Creating exporters for Unity is completely bonkers. Firstly it's not really technically possible - it faces the same challenges as writing a native engine (for example how do you make it be able to run all the existing Javascript code for plugins and behaviors without just using a browser engine?). Secondly you're tied in to Unity's licensing model, so if you want a pro feature like "Custom splash screen", that's $1500.

    A better question is why is it even necessary? What does it do that browsers currently don't? And whatever the answer to that question is, surely the better thing to do is to improve the browsers instead of completely abandoning the entire existing engine?

  • sometimes when freezing it also kills the graphicscarddriver.

    This strongly suggests a problem with the graphics driver, not Construct 2. Are you sure your drivers are up to date?

  • Probably not - if you're using Brute image recompression that's probably 99% of the export time. If you want a quick export, skip minify and recompression.

  • There's a million third party services we could potentially integrate, but there's no way we'd ever have time to cover them all. It's best to get them to write their own plugin, which is what our Javascript SDK is for.

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  • It's hard to address such a long article but some key points are:

    • it was written in 2013 and there *have* been big improvements since then anyway - such as just one improvement being the new FTL JIT in Safari based on native compiler technology
    • mobiles are always getting faster and more memory - 2GB devices are now common
    • modern browser GC is incremental, parallel and generational, designed not to cause frameskips
    • the C2 engine is GC optimised anyway: it tends to allocate what it needs, then continuously recycle the same objects, so there is never much garbage to clean up
    • very carefully written JS code can approach native speed within the body of a function. JS has overhead in between method calls and lookups on dynamic objects, but if you have a function body with local variables, fixed types and tight loops, there's no reason the JS engine can't JIT that nearly as well as if it were C code.
    • even performance-demanding games are often not actually CPU-bound at all, and bottlenecked on GPU rendering which happens at exactly the same performance as a native app, so faster JS execution would not actually help.

    I don't disagree with all of it - I don't really like garbage collectors and would prefer to write an engine with explicit control over memory and completely eliminate the possibility of pauses - but I don't think it's as bad as it makes it sound. Just the improvement since the article was written alone is cause to rethink it.

  • Closing, please follow the bug report guidelines. There is very little we can do without steps to reproduce.

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Ashley

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