Ashley's Recent Forum Activity

  • Ah, think this is related to a fix made in an earlier release... should be working in next build.

  • Thanks, nice catch - should be fixed in the next build.

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  • nemo - isn't using an invisible object with no animations the same as a global collision mask?

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  • Is there any software running on your system that could count as a debugger? Does temporarily disabling your antivirus fix it?

  • Quest - while layout-by-layout loading may help, I'm afraid part of the problem is what you have described is just about the worst possible way you could design your game from a memory use point of view.

    A single image at 2048x1536 will take about 12mb of memory. Having 30 of them will take around 350mb of memory! That's so much even some desktop computers will have problems dealing with that, let alone mobile devices.

    You need to design your game differently for it to work well on mobile. See the manual entry on best practices:

    b]Memory use

    Some designers are tempted to design entire levels as single large images, for example 10,000 x 10,000 pixels. This method should be avoided at all costs. Not only is this extremely wasteful on memory, many devices also do not support images above a certain size, meaning your game does not work at all for many users. Generally the largest image size supported on all systems (including mobile phones) is 2048 x 2048 pixels. You should still avoid using images this size; a far superior way of designing levels is to use a few medium-sized Tiled Background images (e.g. 512 x 512) to cover the layout, then compose the level design from placing multiple instances of other Tiled Background and Sprite objects. Each instance can be freely stretched and rotated individually which can help avoid a repetitive appearance.

    Consider a single 10,000 x 10,000 image will use 400mb of memory, which will make all but the most powerful desktop computers run out of memory. On the other hand, a level composed of three 512 x 512 Tiled Backgrounds and 50 different Sprite objects sized 200 x 200 will use under 20mb of memory (20x less) - small enough to fit in to the memory of low-power mobile phones.

  • — - that's not quite right, the free edition has unlimited sounds. It is just 16 library sounds you get for free with Construct 2. asterix64 - you should share your .capx so we can see what you've done, there should not be any limit on how many sounds you can play.

  • I cannot recommend GoDaddy for anything; we recently moved all our DNS servers away from them even though it was difficult because they're such a bad company to deal with. GoDaddy are cheapest for some services, but it is absolutely totally worth paying more simply to avoid them.

  • Hmm... I think removing jQuery could cause more problems than it solves for the time being, so I think I'll postpone this for the forseeable future. Might come back to this in future though, so it might be worth bearing in mind if you can do something without jQuery it's probably better.

  • sqiddster, — - crashing if your computer goes to sleep or hibernates while Construct 2 is open is a known issue and is a separate problem - can you reproduce any issues on exiting when your computer has been on and active the whole time?

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Ashley

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