Ashley's Recent Forum Activity

  • It does not affect performance - but remember to use tiled backgrounds where possible. Anything not mentioned in performance tips probably is not important to the performance of your game.

  • This may be a graphics card driver bug. Have you tried updating your drivers?

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Ratty - you only have .ogg files for your audio. You need both .m4a and .ogg formats to cover all systems, because there isn't one format that works everywhere. More information in the manual

  • You can choose a subfolder for images when exporting a project, doesn't that do what you want?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I almost made the picture editor use 0-100 as well, which I do think makes more sense, but in the end I went with what other image editors do. Everywhere else I try to use a percentage where possible, such as with opacity which I feel should definitely be 0-100 and not 0-255.

    The reason everyone's used to things going 0-255 is simply because it's common to store pixel data in an 8-bit unsigned byte, which has that range. Early graphics software simply displayed these values directly to users, and I guess it caught on.

    The thing is an 8-bit byte is just one of many ways to represent color values, and it's possible to have 1-bit, 4-bit, 5-bit, 16-bit, 32-bit and even float 16-bit and 32-bit variations, or mixed-bit integer representations like a 16-bit color storing 5, 6 and 5 bits for red, green and blue respectively. In fact many modern graphics processors process everything as floats from 0 to 1 in a variety of bit widths and multiply by 255 just before displaying them on the screen.

    In short 0-255 is not "the" way of entering color values, and may in fact be totally unrelated to the real representation inside the computer, so it's actually kind of an arbitrary choice these days. It's just everyone's used to it and probably assumes colors are still 8-bit values even if they aren't so much any more. So IMO it makes more sense to make it 0-100, like many GPUs really use but multiplied by 100 for convenience, but I went with convention for the image editor because it seems to be a de-facto standard there.

  • Please see how to report bugs, we usually cannot do anything about reports that are missing a .capx file. A quick check with a trivial recursive function to calculate factorial shows it's working in r111, so I need a .capx to see what isn't working. Moreover, it may be that your events relied on a bug that was actually fixed in r111; it might be worth double-checking all your events are really correct.

  • Closing as won't fix: this is not an issue with C2, it is because different browsers render web fonts differently. There's nothing we can do about it. It's a known issue as described in the Text object manual entry:

    b]Text rendering

    Different browsers render text in different ways, and Construct 2's layout view also renders text differently to other browsers. This means you should expect the appearance of the Text object to vary slightly across browsers.

    You should test your game in a range of browsers to ensure text objects display how you intend for all users. For more information see Best practices.

  • Wow, I had no idea anyone used the Platform behavior like this - I designed it for running along flat platforms that don't rotate. So I'm actually kind of impressed it works.

    I tried it in Chrome with r111 and it appears to be pretty smooth. Can you explain more about precisely what you think is different?

    Note the Platform behavior in r111 supports sub-pixel precision now - perhaps setting Pixel Rounding on or Point sampling in project properties will help it appear smoother? (since it won't have any sub-pixel jitter)

    Jaydon - that does not sound related to this thread, and I checked and jump-thru platforms seem to be working OK in r111. Please post a separate thread taking note of how to report bugs if you think you have another issue.

  • This is currently by design due to the way objects are created. I know it's a little unintuitive, but it really has to be that objects only really exist at the next top level event, otherwise some projects with certain events can end up crashing. Closing as won't fix.

  • Please use Dropbox, Google Drive or just email the .capx directly to me (ashley@scirra.com), I don't want to have to enter my email address to some service to download a file... will check this out when I get the .capx.

Ashley's avatar

Ashley

Online Now
Early Adopter

Member since 21 May, 2007
Last online 27 Oct, 2026

Twitter
Ashley has 1,834,441 followers

Connect with Ashley

Trophy Case

  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • Forum Mega Brain Made 20,000 posts in the forums
  • x126
    Coach One of your tutorials has over 1,000 readers
  • x74
    Educator One of your tutorials has over 10,000 readers
  • x6
    Teacher One of your tutorials has over 100,000 readers
  • Sensei One of your tutorials has over 1,000,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x44
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

32/44
How to earn trophies

Blogs