Ashley's Recent Forum Activity

  • Thanks, should be fixed in next build.

  • Oops, you're right. Fixed for next build.

  • OK, forget the last post - the dictionary object cant read json files - I thought the load action would load from file, but it only can load from hand entered text at design time.

    But you can enter an expression returning a string, you don't have to type it out. For example you can AJAX request a JSON project file and load that. See Using project files in Construct 2 for some examples.

    Note the JSON format used by Dictionary and Array is specific to C2 - export some JSON from empty objects and look at the result to see the format you need to use.

  • Have you seen the 'move to mouse' example in Construct 2's examples folder?

  • Some algorithms do not lend themselves well to shaders. I'm not sure how metaballs work specifically, but 'flood fill' is typically impossible with a shader, or not possible in a way which is remotely efficient. Remember a shader is effectively called for every pixel simultaneously, rather than sequentially. So if you need to take in to account surrounding pixels you need to make lots of extra calls to texture2D(), and the more you add the slower it'll be, especially on mobile.

  • If it's updated in real time, there are currently no features in C2 that are suitable. AJAX is not designed for real time use. You'll need something like WebSockets, which we have on our todo list, but are holding off supporting until UDP transmission is supported (which makes it even better for real-time use).

  • The only efficient way to do this is build a single large JSON string representing all the data for a level then send it all at once, and then loading that in to the Array object. I hope you're not planning to send all 4 million rows at once though! That could be around 20mb of data...

  • There was an update to the CocoonJS launcher yesterday. Maybe the new version fixed it?

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  • This is by design. Mirroring is implemented by inverting the width.

  • The 'on sound ended' trigger is simply not supported on some platforms, because they do not provide the features necessary to know when to trigger it. You have to work around it I'm afraid. One of the many problems of HTML5 audio.

  • You definitely can use this expression in 'compare two values'. What error did you get?

    AngleAt takes a single number parameter which is the index of the touch to get. Touch.AngleAt(0) returns the angle in degrees of the first touch, Touch.AngleAt(1) returns the angle of the second touch, etc.

    The description for the 'speed' parameter says the units is in "absolute pixels per second". It appears at the top of the dialog when you select the parameter. This means pixels per second on the canvas, which basically is saying it doesn't change depending on if you scale the game really large or small.

  • I have tested the .capx on two systems, neither using stretched desktops. One machine had the glitch, and the other machine displayed it correctly.

    That means it's a graphics driver bug. Even if your drivers are absolutely latest and up to date (as they were on my two machines), they can still be buggy! Graphics drivers are terrible and a huge let down on the technology as a whole. We've blogged about this a lot, for example here. Let your graphics card maker know they're doing a poor job. Unfortunately there's very little we can do to fix it - if we change how games are rendered, we risk breaking it for machines which do display properly.

    The machine showing the glitch had an Intel HD graphics 3000 chip. Maybe this is an issue with Intel chips only?

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Ashley

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