Ashley's Recent Forum Activity

  • Closing as by design. The behavior reads the object's initial opacity as set by properties, before 'On start of layout' triggers. There is also a compatibility risk to changing this since it could affect how existing properties work.

  • Closing, please follow the bug report guidelines, also can't reproduce any problem here.

    Try disabling browser addons, sometimes they break C2 games (I can see you have some canon toolbar there).

  • Closing, we cannot help unless you follow the bug report guidelines.

  • Tried several times, can't reproduce.

    Can you find a way to reliably reproduce this every time instead of just "sometimes"?

  • Yes, it's really at v-sync rate, not just 60 FPS, but 60 Hz is by far the most common v-sync rate.

    At 45 FPS dt is only 33% higher. Objects shouldn't really be travelling that much further and missing collisions just because of that. You shouldn't cut it that fine - it should be designed so collisions aren't missed even if dipping below 30 FPS. Otherwise what if their system is just slow?

  • Can't reproduce, IE11 on Windows 8.1 here says "not mobile". Detection is based on keywords in the user agent string and my best guess is you have a browser addon that adds one of these keywords to the user agent.

    out of curiosity - is there any way to be sure user's playing game on his phone, not pc ( let's say, for achievements assigning purpose ) ?

    Basically, no. The mobile detection checks for keywords like "mobile" as well as a few well-known platforms like "android" and "ios". As the condition description says itself it's an estimate and not perfectly accurate. Part of the problem is "mobile" is not a well-defined term anyway. Is a laptop "mobile" because you can pick it up and walk around with it? What about the Surface Pro laptop/tablet hybrid? What about tablets? What about an Android phone using an external monitor with a keyboard and mouse plugged in? etc.

  • You can't CSS style text objects in Construct 2. It is not HTML text, it's rendered directly in to the canvas.

    For complete control over text's appearance, your best bet is either to actually use a normal HTML document, or Sprite Fonts in C2.

  • If you want to investigate performance problems the first 3 things to check are:

    1) GPU blacklisting in Chrome (go to chrome://gpu)

    2) how it is on other browsers

    3) what Construct 2's profiler says

    Without that information I literally have nothing to add.

    You could check for the uneven framerate issue by logging dt in a list for a few seconds mid-game. For example you should find dt is normally about 16.7 ms, but if it's alternating semi-randomly between ~16 and ~33ms without any regular pattern then that would verify my theory.

    I'd strongly recommend *not* artificially reducing the framerate to 30 FPS by wasting CPU/GPU time. Our own experiments to do this in an efficient manner didn't work, and doing it in an inefficient manner will unnecessarily drain battery life on laptops/mobiles (and make fans spin up louder on laptops), and it probably won't actually work well either. Due to GC or JIT compilation or any number of other things, the framerate might drop to 40-50 FPS for a few seconds, then top up back to a smooth 60. You can't tell what it's going to do. But if your game is going to throttle the game way down to 30 FPS just because of a hiccup, you're seriously degrading the experience for no good reason. I doubt within the confines of both Construct 2 and browser technology that you can come up with any reliable way of doing that.

  • Just add up the estimated bandwidth every 1 second. It will be an underestimate since it measures only payload and not WebRTC/transport layer overhead.

  • Um, yes... that's exactly what the 'restore' action is for!

  • The development, maintenance and support costs of writing a new runtime are high enough that we are not prepared to do it.

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  • In modern browsers, I don't think iframes have any performance impact. Easy way to check: measure it.

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Ashley

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