Ashley's Recent Forum Activity

  • Use the 'Play (by name)' action in the Audio object and use an expression like this:

    choose("sound1", "sound2", "sound3")

    choose() picks one of the parameters at random, so it will pick a random sound to play.

  • It's probably a driver bug. What graphics card do you have?

  • Construct uses whatever you've set in the 'Version' field in project properties. Presumably you have entered 1.02 there. So you need to change that to fit the Chrome Web Store's requirements.

  • Set the 'Sampling' property to 'Point' in project properties.

    Currently it only takes effect in the browser when WebGL is supported. However, support should be coming eventually to canvas 2D as well, but I don't know of any browsers that have implemented it.

    The editor will also use the 'Sampling' property, but if you change it, you will have to close and reopen the project to see the difference.

  • There are many ways to achieve this, and you don't necessary need shaders. A flipped sprite that you position underneath is one way to start.

  • See How Events Work in the manual. All object conditions (i.e. not system conditions) have implied for-each loops. The implied for-each is faster, so avoid using the 'For Each' system condition where not necessary, since it will degrade performance.

  • For the record, I would strongly recommend you don't install AMD or nVidia's 'control panel' software (Catalyst Control Center for AMD, can't remember what the nVidia equivalent is), or if you do, leave them at their default settings. We had trouble with them in Construct Classic as well - they just seem to be a nice way to break applications. They're intended for games, but they can break anything using hardware acceleration, which both Construct Classic, Construct 2, and all modern browsers also use.

    Usually if you do a custom install you have an option to install just the driver, and nothing else. You only need the driver, so try do that if you can.

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  • I'm afraid we simply can't give away all the features in the free edition, otherwise everyone will just use the free edition all the time and not buy anything and we'd go out of business!

    The free edition previously had no shader support at all, so it's still a new addition for free users. It's not like something you already had has been taken away.

  • It's possible using the Javascript SDK and the WebGL renderer, but it would be very, very complicated.

  • You can place image points outside the image area. Only the origin and collision polys are bounded to the image area.

    I can't recall off the top of my head why origins have to be bounded (I'm sure there was some reason), but it's very important for collision polys: a really huge optimisation in the collision tester is that it can immediately return with a "not overlapping" result if the object bounding boxes do not overlap, which is an almost instant test. If collision polys can go outside the bounding box, all bets are off and every single collision poly point has to be tested. That would be really slow, so collision polys are bounded to the object area.

    Collision poly and image points are stored in texture co-ordinates - in other words, if the image size changes, all points and the poly scale accordingly. You probably want to make sure you crop before setting the collision poly, otherwise the collision poly will be scaled down accordingly too.

  • imothep85 - maybe read my post again more carefully - Awesomium mention they have a single license which covers multiple commercial apps. They don't say how much it is, but presumably you could get that. So you wouldn't have to pay $2900 per app, just a one-off license.

  • KMag - you're right, I made a mistake in the Awesomium exporter. I've fixed it for the next build, so Cancel Fullscreen should be working then.

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Ashley

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