Ashley's Recent Forum Activity

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  • valkyriegames that should be fine! It's best to use original artwork wherever possible though!

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  • Hi all,

    The rotary competition was due to end February 29th at 12 noon GMT+0. We're going to release r80 in the next day or two. It includes some changes which might be useful for Rotary entries, and since the release will fall very close to the deadline, we're going to extend the deadline to Monday, 5th March at 12 noon GMT+0. This should give you to the end of the weekend to integrate any changes from r80 and make sure everything's working smoothly.

    Looking forwards to seeing all the entries! <img src="smileys/smiley1.gif" border="0" align="middle">

  • + On key pressed

    -> Spawn an object

    -> Wait 0.1 seconds

    -> Spawn an object

    -> Wait 0.1 seconds

    -> Spawn an object

  • Tom's doing some work moving our server this weekend. Give it a few days, and if you still don't get a mail, email licensehelpbif@scirra.com with your transaction ID and we'll sort you out manually.

  • Do you mean in the Physics behavior? I would recommend using a slightly smaller invisible object with the circle collision to get the size you want. Then, every tick set the position and angle of the player to the invisible object.

  • Have you tried updating your graphics driver? That fixes a lot of issues.

  • That's odd, the code specifies the main list as following the search bar in tab order, but Windows tabs right over it. Something weird is going on, I'll look in to it.

  • What exactly are you hoping to happen instead? If you press 'A' and nothing is selected, where should Construct 2 add an action?

  • OK, here's beta 2:

    http://dl.dropbox.com/u/15217362/graphics-driver-updater-b2.zip

    Changes:

    • added 'copy' link by graphics card name so you can easily copy+paste it
    • tweaked the graphics card detection code. It should be slightly more likely to successfully detect your hardware. Let me know if anything's changed for you.
  • How do I measure better? Primarily by the number of people on the forums (not wholly scientific).

    Heh. I'm not certain but I'm pretty sure Stencyl's "who's online" list is set to show people in the past hour, or past day, or some long period of time, presumably to make their forum look busier. Our forum is still set to the standard default for forums which is 5 or 10 minutes (@Tom will know). If we increased our timeout we could make the forum look like it had a lot more people on it, but we prefer to make it useful (if you see someone in the online list, they're probably online right now). Anyway, you certainly can't directly compare the two without taking in to account the time difference.

    Also, last I checked Stencyl it was lacking some really basic features that nearly every C2 game uses: the layering system is something like 2 layers only, they're only now working on an equivalent for Construct 2's triggered conditions for Stencyl 2.0, etc. I think Construct 2 has way more features, not even including third party plugins and behaviors (which we have over 50 of now). And Construct 2 is cheaper to buy, especially in the long run (no subscription).

    As for "Flash is better understood than HTML5" or "ActionScript 3 is better than Javascript", why do you need to care? The users of the tools don't need to worry about the underlying tech, just how well it works. And I understand HTML5 way better than Flash, so no need to worry there :) Construct 2 was faster than Stencyl last we measured as well, so I'm not sure there's any credibility left in the "ActionScript is better" argument.

    Stuff like "better UI" or "friendlier sounding" or "less intimidating" is opinion. In my opinion Construct 2 has a better UI, is friendlier and less intimidating (obviously). A lot of our users have similar thoughts. There's not much to argue there since basically different tools are just different, and you can choose whichever suits your taste best.

    I know the mobile wrappers kind of suck, but we're being very forwards looking with them. In future, mobile wrappers won't suck, they'll be at least as fast as Flash ever was. We could write iOS and Android native ports, but that's 3x as much work (the HTML5 runtime was started a year ago and is still being tweaked), then we're a tiny team weighed down with 3 codebases which also have to be kept compatible, then there's a huge headache with "will your game work *identically* on all platforms?" (small frustrating differences are likely) and "will all third-party plugins be available on all platforms?" (highly unlikely). And by the time we're finished HTML5 might have become fast anyway. So we're sticking 100% HTML5. We're early to the party, but things will get going soon.

    FYI we are currently prioritising mobile support. We're going to be adding directCanvas in future so appMobi gets hardware accelerated rendering, and there's more to come after that.

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Ashley

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