Ashley's Recent Forum Activity

  • The existing AJAX object is supposed to work, but it doesn't due to bugs in CocoonJS. We've asked Ludei to fix it!

  • Construct 2 isn't supposed to be a code editor - there are loads of other tools out there. If you learn the keyboard shortcuts well, though, I'm sure it's as fast or faster than coding!

  • I've been talking to Kyatric a bit about a similar issue over Skype. It may be Dropbox is failing to send some images (they're not a great host). Can you reproduce the problem when hosted on a different server?

  • As per how to report bugs, please re-submit your .capx with no third party plugins used (you used clay.io). This eliminates the possibility the problem is caused by the plugin. FYI your exported game seems to run OK here in Chrome.

  • Antialiasing usually only applies to 3D games. In Construct 2, a different technique is used: when you press crop it automatically leaves a 1px transparent border around the edge. This is not actually antialiasing, but it does help give rotated objects a "smooth" edge. Try pressing crop on any objects with sharp edges - it will add a 1px transparent border if there isn't one already.

  • In full-screen games where you can't right click anywhere, just use the menu instead (top-right icon in Chrome) or the keyboard shortcut (F12 or Ctrl+Shift+I/J/K)

  • I believe only Google Chrome Frame will actually work. Our engine assumes various features of the IE9+ browser generation are present, and so you'll probably still run in to javascript errors and such using ExplorerCanvas or FlashCanvas. Since Chrome Frame gives you the full up-to-date Chrome browser in IE, it should work fine and with best performance.

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  • WebGL can't actually render text like the canvas2D renderer can. So, to render text in WebGL mode, this happens:

    1. Each text object creates its own canvas2D surface

    2. Text is drawn to canvas2D

    3. The canvas2D is copied to a WebGL texture

    4. The WebGL renderer draws the texture in place of the Text object

    If the text changes, steps 2 and 3 are done again. If the text doesn't change, it merely has a static WebGL texture to draw, which is about as fast as rendering a single sprite.

    However there are two things which get really bad performance out of this, which I think you've already discovered:

    1) If you create & destroy text objects every tick, it will be creating a canvas2D surface and WebGL texture every tick. The browser should garbage collect these to prevent it running out of RAM, but I guess it's not a well tested part of browsers because they don't expect anyone to be doing that! Also C2 is smart enough not to create a canvas or texture if the text object is not drawn, so you will only get bad performance if you create lots of on-screen text objects; off-screen ones should not ever create anything.

    2) If you change the content of a text object every tick, it has to keep re-rendering then copying to a texture. Note this is only required in the WebGL renderer: the canvas2D renderer can just draw the text directly. For small objects this is fine, but when debugging games some people use window-size text objects printing loads of data. This can be pretty slow on some systems. It might be better to try using lots of separate text objects. For example, if a single text object is set every tick to "Object count: " & objectcount, then C2 is smart enough to only re-render the WebGL texture when the object count changes. If that's a single line in a giant text object that's continually changing, it will include that line in the re-rendering every tick.

    Point 1 should be an easy fix (don't create and destroy lots of text!) and point 2 should not affect production releases (since you would generally only use large, constantly changing text objects for debugging). Very few people have noticed it really works like this, so I think for 99% of projects it's working perfectly well. But for certain edge cases it does help to be aware how text rendering in WebGL works.

  • If you're after something cheap, Android is usually cheaper than iOS, and Android tablets can be cheaper than the phones. The Nexus 7 would be a good starting point IMO - I've got one for testing and the latest Chrome actually runs pretty well on it.

  • This is a pretty old thread - when it was last posted there wasn't anything official to report on. However it does seem like a Web MIDI API is in the works. This appears to still be a work-in-progress spec, meaning it could be a long way off before it's really implemented in browsers, but it looks like it could be supported eventually!

  • Closing, this appears to be a request for help rather than a bug report. Please use the "How do I" forum for this type of post.

  • The very latest, but you said already that doesn't work. Maybe make your next graphics card a nVidia.

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Ashley

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