Ashley's Recent Forum Activity

  • rafhelp - you seem to be confused, none of your code makes sense... newline is an expression in Construct 2's event system only and makes no sense at all in Javascript. Construct 2 replaces newline with '\n' by the time it reaches any plugin. So in your plugin you do not need to worry about line breaks at all. The user will simply use the newline expression where they want it in the event system, and your plugin will receive a string with \n in it.

    Edit: moving to SDK forum

  • Your example does not work at all for me, I hear nothing. Please make a simpler example with just playing audio if the audio is the problem, since I can't easily tell if one of the other events or a third party addon is causing a problem.

    And just to get a clear answer.

    Why does C2 not support pitch change?

    Construct 2's Audio object does not implement an audio engine. It just lets you use what the browser provides, and if the browser does not provide pitch change, the Audio object cannot have it either. You should be aware "playback rate" does not necessarily mean pitch change - it can also mean playing the sound in a sort of slow-motion effect, without affecting the pitch. Different browsers implement playback rate differently so it's not guaranteed you'll get either effect unfortunately.

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  • If you test plugins have you seen Developer Preview Mode as described in the SDK documentation?

  • Microsoft's documentation implies the server we use is available in every single version of Windows since XP SP2.

  • 'At end of layout' only triggers when you've done another 'go to layout' action. So which layout are you hoping it will go to? Can you share your .capx as well?

  • Nice demo, that's how it's meant to be done :)

  • DalekAddison, are you sure it works on a desktop browser? Did you check?

  • Probably, have you tried it to see if it fixes it?

  • I got their email, we're talking now.

  • On the one hand this is good news, but on the other hand the introduction of SwiftShader is a bit of a headache. SwiftShader is a software renderer (usually slower than hardware acceleration) for computers which do not support WebGL, e.g. if their graphics card driver is ancient.

    The C2 engine does this process on startup:

    1. Ask for WebGL support.

    2. WebGL supported: render using WebGL

    3. WebGL not supported: fall back to canvas 2D

    Now SwiftShader means WebGL is always "supported" - meaning even if the hardware/driver doesn't support it, it'll just use SwiftShader software rendering. So step 3 will now never happen in Chrome. If the canvas 2D is GPU accelerated that means there may be a big performance drop. However, on systems with really good CPUs, or systems that used a software rendered canvas 2D, SwiftShader might actually be faster - it uses all cores and dynamically compiles assembly code for optimal performance... but it's hard to know for sure. I would prefer to make the engine pick whichever is hardware accelerated, but there is no way to tell if SwiftShader is being used.

    So Chrome 18 may be faster or it may be slower. Let me know if you notice any performance differences.

  • Heh, yep - Adobe want to take a 9% cut now:

    http://news.cnet.com/8301-30685_3-57405606-264/adobe-to-charge-flash-coders-to-use-premium-features/

    That means "console quality" games on iOS will lose 39% revenue - 30% to Apple and 9% to Adobe. Versus 0% for WebGL on the open web. I think Adobe just did us a favour.

    FWIW the directCanvas acceleration for C2 on appMobi is looking good - some of our demos have hit 60 fps.

  • If you modify the picked objects, it must be in the solModifiers array so the SOL stack correctly pushes and pops. Any object in an object parameter is automatically added to solModifiers by the event system so you can safely pick or unpick instances from an object parameter.

    TBH the event system is not yet designed to allow triggers to access the calling event's SOL (the function features when we add them should allow that). The UID thing is a hack and will not work if you add a condition affecting that object, because then the trigger's solModifiers will also contain that type and you'll still get a clean SOL.

    Another hack which might work is still use an object parameter, but try looking one level up the SOL stack. Not sure that will work 100% though.

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Ashley

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