Ashley's Recent Forum Activity

  • Read the tutorial Physics in Construct 2: the basics.

    b]Note: Physics objects only interact with other physics objects. Adding the Solid behavior to the floor has no effect on physics objects. They ignore anything which does not also have the physics behavior. Physics objects will pass right through 'Solid' objects, unless you give them the Physics behavior and set them to immovable.

    Physics should perform OK with up to 20-30 objects, enough for an Angry Birds type game. Are you sure Physics is causing the slowdown itself? Mobiles have pretty weak hardware, and simply drawing the screen can cause most of the slowdown. If you remove Physics entirely, does the game run a lot faster? If not, you must conclude that Physics isn't causing it to run slow.

  • Construct 2 uses a HTTP server built in to Windows. I'm not sure why it wouldn't work, have you checked your firewall settings and if you have any other server software installed? Have you tried changing the preview port? Have you tried using Preview on LAN just in case that works?

  • By default you can't scroll past the edges of the layout. Did you accidentally enable 'unbounded scrolling'?

    Alternatively just get rid of the behavior and use the system Scroll actions, and use events to limit the scrolling.

  • It's a good idea but very tricky to fit in to the expression parser and expression system, and the workarounds are perfectly reasonable and practical, so this is something it's more likely we'd push back to C3.

  • The Drag & Drop supports multitouch, but in 2.x the Android browser doesn't. So it will work fine on iOS but only single touch on Android. The Drag & Drop behavior works correctly, it's the Android browser that isn't up to the job! Hopefully Ice Cream Sandwich fixes it.

  • I've been in touch with AppMobi and hopefully soon between us we'll be coming up with some features that integrate Construct 2 better with AppMobi's features.

  • Animmaniac I'm afraid the engine is just not designed in a way that allows what you've described. It would need a lot of code rewriting... maybe one day in the future, but right now we have to get back to working down our todo list :-\

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  • No, you can't have multiple plugin types in a family - otherwise what happens when you make an event for it? Which conditions, actions and expressions are shown? If an object of one plugin type is picked, but you call an action or expression that plugin type doesn't have, what happens? It doesn't fit the design of families to support multiple plugins in one family.

  • Families are associated with a particular plugin type (e.g. Sprite, Text etc). So you definitely can make families of Text objects. You're probably caught out by the fact C2 won't let you change the plugin of an existing family - you can't remove all the sprites from a sprite family then make it a text family, because that would make all the family's events invalid, so you may as well make a new family.

  • OK, will try to get something in the next build.

  • R0J0hound is right, the texture size affects memory usage and not runtime performance.

    The power-of-two thing is annoyingly complicated: on desktop, you can probably forget it completely, almost all desktop computers now can support non-power-of-two textures. However, mobiles and tablets have weaker, simpler hardware and might still internally use power of two, but you can't easily tell, because the graphics card can make the support invisible (it will pretend it's using a non-power-of-two even if behind the scenes it's using power of two). TBH, I'd forget about it, it's a pain - just test your game regularly to make sure it works on mobile and you'll be fine.

  • Canvas 2D does not support this. However, if you make sure WebGL is enabled, you can switch between Point and Linear. Unfortunately IE9 doesn't support WebGL so you're stuck with linear.

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Ashley

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