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  • Why didn't you make C2 a web app?

    For a different reason: the editor is considerably more complex than the runtime - maybe 10-20x as much code and complexity. The games already are pushing the technology to the limit, so it's much more doubtful that a full blown editor on the web would work at all. Also, our prior experience is with C++/Windows, and to give our startup the best chance of surviving we stuck to what we know so we can work far more quickly than if we changed platform for the editor (you've seen our weekly updates, would probably be monthly on any other platform). The editor *would* be better and more convenient if it ran in HTML5 as well, but for now we can make the games better and more convenient by making them run in HTML5.

    ou see, I just might, once in a while, be offline.

    HTML5 games work offline too, we support that. Even if you're online, the offline cache means it only downloads once ever and never downloads again until you update it, making it exactly the same size download as if it were a traditional game - possibly less if parts of the game are streamed as you play, but we don't support that yet. There's lots of side benefits to that as well like auto-updating all your players at once, eliminating the chance anyone is stuck with an out of date downloaded copy.

    t's all about convenience, Ashley.

    I still doubt that. You're just one bookmark away on any platform. Browsers like Chrome make it even easier by having icons for Chrome Web Store apps which you can launch right from the new tab page. Windows are making HTML5 integrated in to Windows itself, and Mozilla are working on web apps for all platforms. I think the real issue is a social one. People aren't used to playing games on the web via a browser, or think of the web as little casual games. I don't think that's to do with convenience though, nor is it to do with the technology. It's a shift in perception to taking the web more seriously as a gaming platform. I think that shift probably has already started, given the fact games like Bastion are now running in a browser. Then there's more on the way like the Gamepad API so you can use XBox controllers and others to control games in a browser. It's 100% going to be a solid gaming platform in the future, it's just people don't think of it that way yet, and I think how people think about EXE games is the real argument behind us making an EXE exporter... it's just we don't have the resources, and I think people's perceptions will change with time too.

    Hopefully in future Mozilla or someone will make a good EXE wrapper for HTML5 anyway, then everyone will be happy in the end :)

  • I think you actually need a full install of Visual Studio to make Windows 8 metro apps, even if they're purely HTML + JS. Kind of a pain.

  • To be honest there are a million options we could add to the particles object. And if we added them all it would be unusable. I prefer to keep it simple and also high performance.

    If you need really custom effects I think it would be best to do what you would have done before the particles object was added - spawn sprites with the bullet movement.

  • OK, I think I've fixed this for the next build - neither particles nor sprite properly took in to account the object time scale. However you should be aware "Set object time scale to 1" is not the same as "Restore object time scale". The former means "use a time scale of 1 regardless of what the global time scale is", whereas the latter means "use the global time scale".

  • RacerBG - I wanted to wait a couple of days to ensure there were no serious new issues introduced. Does everyone think its OK to autoupdate this?

  • Fixed for next build, but the angles will still not work properly unless you use a perfectly symmetrical collision mask. Try using a bounding box collision mask in the next build.

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  • Fixed in next build!

  • Oops, should be fixed in next build.

  • I can't reproduce any issue - I don't see the object flash. However in the code I noticed when you change layout it goes:

    On start of layout -> tick behaviors -> run events -> draw

    I've changed this to

    tick behaviors (old layout) -> On start of layout (new layout) -> run events -> draw

    for the next build which I think should resolve the issue. 'On start of layout' definitely runs before *anything* else, before any events and before any drawing, so I don't know why you'd see the sprite flash for a tick.

  • Hmm - try running regedit and deleting HKEY_CURRENT_USER\Software\Scirra\Construct2. That will reset all dialogs to default positions. Does that help?

  • It's a graphics card driver bug. Update your drivers. Here's a blog post explaining in more detail.

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Ashley

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