Ashley's Recent Forum Activity

  • — sqiddster Paradox - can you confirm if this is fixed/still happens in r112?

  • mindgear - can you reproduce the issue from a new empty project as described in how to report bugs? Also, are you sure you are using Windows 8 RTM and VS2012 RTM and not earlier previews? Finally if you really can't reproduce it in a new project, try using Dropbox to share the file.

  • Closing as the OP bug is fixed in r112; if you still get javascript errors in r112 please make a separate report for that.

  • Jax - that's unrelated to this thread you've posted in... IE doesn't even support WebGL. The warning is solely because you're previewing locally (on localhost) and should never appear once you publish to the web, therefore it's not of any concern to any users. I'm not sure it even comes up locally in other browsers like Firefox and Chrome.

    And wow, this is an old thread from 2011, and I'm not sure I even agree with that post I wrote above any more.

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  • It's still glitchy and crashes a lot in the latest update, let's hope it's updated again soon.

  • Which browsers have you tried? Is it consistent across all browsers? Does the project 'sampling' property affect it?

  • —, WildShroom - are you sure you chose 'export for appMobi'? It does not work if you choose 'export for HTML5 website'.

  • In the canvas 2D renderer it is not possible to manually manage memory like we do with WebGL - it's entirely down to the browser. So in this case it's a problem with Safari rather than Construct 2. To preserve memory, Safari probably does not load any textures until they are actually drawn, which means the first time they are created and start playing an animation it's loading a texture for every new frame that appears. It's difficult to work around this, because you'd need to render every frame of every sprite you want pre-loaded before the game starts.

    I would strongly recommend you do not use 100-frame animations in the first place. This is the fastest way to exhaust limited device memory on mobile and make your game unplayable on weaker devices.

  • Like with creating objects, objects aren't really destroyed until the next top level event. This is by design; beginners often make events with actions like "destroy enemy, create explosion at enemy.x, enemy.y" which would not work if the enemy was really immediately destroyed. In accordance with this, the object count and picked count still include an object flagged as destroyed until it's really destroyed at the next top-level event.

    Also, it is possible for PickedCount to return 0, but only in an OR block. Consider:

    SpriteA condition

    • or -

    SpriteB condition

    It's possible no SpriteAs meet their condition, but because a SpriteB does, the whole event runs - but no SpriteAs are picked.

  • They're probably the same, I doubt you can measure an actual performance difference between the two.

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Ashley

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