Ashley's Recent Forum Activity

  • That's a pretty old blog post and our plans have changed - we're most likely not going to provide an EDK.

    If you want to learn more about C2's internal structure, browsing the XML files in a folder project is a good place to start.

  • Try exporting for node-webkit in r117.

  • We already have 64-bit support in the version from our site, and we'll be supporting it on Steam soon too.

  • Construct 2 does save the column widths and other UI state, but only when you save your project. So if you change them and quit without saving, your changes won't be remembered.

  • What's the problem you're having? After choosing to use beta, Steam should automatically update Construct 2 to the latest beta.

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  • It's shown in the properties bar footer when you select it, and in the event sheet when choosing it.

  • Very cool - perhaps we could make a WiiU exporter! Great to see increasing adoption of HTML5 on consoles too, let's hope the next XBox and PS follow suit.

  • Sorry to hear about your health (and Newt). You've been an active member round hear for years now, so it would be sad to see you leave. It's a shame C2 doesn't satisfy you yet, but I hope one day it does, once we finally add all the features we keep saying we'll add!

  • In response to what's been raised:

    Audio: this is being worked on. The Web Audio API (already supported in Chrome & iOS 6) is as powerful as XAudio2, and we should be able to port most of the missing audio features to C2 in the near future. I've got an overhaul of the Audio object planned in order to add these features, I'm basically waiting for Firefox to implement the Web Audio API (to prove it's not a webkit-only feature that doesn't gain favour with other browser makers).

    Canvas: this third party plugin might help

    Per pixel collision: surprisingly few people have said they miss this in C2. Do games really absolutely have to have per-pixel collisions? I thought collision polys were acceptable in almost all cases. Can someone show me some gameplay mechanic that requires per-pixel collisions? Polys have some additional advantages such as not needing so much CPU, being able to be shared with Physics, and if we implemented shadows & lighting then it can be shared for that too (which has to be polygon based).

    Sprite distortion: will probably eventually get implemented for the WebGL renderer

    Color filters: can be done with WebGL, but is not easily supported in canvas2D, which is why it was moved to a shader. WebGL is in its early days; it should be much more widespread in future, and you should be able to count on it being present on some platforms eventually (e.g. maybe Android or desktop). Or you can implement canvas2D fallbacks, or just require WebGL support (check on the start screen or something). Not quite as smooth as Classic, but it does work cross-platform.

    Slower performance: most games (that don't use Physics) are bottlenecked by the renderer. If you can send me a C2 project that is bottlenecked in logic, I can run some profiles and see if I can optimise it. I haven't seen many logic-bottlenecked projects in C2 though.

  • r117

  • We reviewed this type of feature when implementing OR and decided it would be very complex both to implement and use in the event sheet.

    You can work around it by using functions, e.g.

    Condition A: call function F

    Condition B OR C: call function F

    On F: do actions

  • If you browse it's local files and right-click Construct2.exe and run as admin directly there, does that work?

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Ashley

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Last online 27 Oct, 2026

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