Ashley's Recent Forum Activity

  • Can Construct 2 save games as swf?

    No, just HTML5. HTML5 is going to replace Flash, it's just a matter of time.

    an construct 2 be put up on websites like miniclip and armour-games, or Mochiames or any other similar site?

    Not all Flash sites support HTML5 yet, but some do like Kongregate. Given HTML5 is going to replace Flash, this is probably also just a matter of time.

    have heard that construct classic has more addons and is more developed, can construct classic still make better quality games?

    Construct Classic is very buggy, we designed Construct 2 to replace it and fix its shortcomings, so I'd recommend you use Construct 2 instead.

  • Is that true? [out of beta]

    We have always been using an incrementing release number so we don't have clearly defined beta periods, but I guess now the early-adopter deal is over we are now out of beta.

    an it make .exe's or offline play yet?

    You can't make EXEs, but you can play HTML5 games offline.

    o with the standard edition how much games you are allowed to sell?

    You can sell as much as you like with the standard edition but as soon as you reach $5000 USD in revenue you must purchase a business license. (But you can use the money you just earned to buy it!)

    don't plan to sell games tough.

    Then not a worry, just get the standard license :)

    ow as for the sound effects, you can only make 12 sound effects, ambient sounds and music for your game?

    These are just how many sound effects you get provided with the bundle - you get some free sound effects, sprite packs, music etc. In all editions of Construct 2 you can use an unlimited number of sound effects, music etc.

  • First step - follow the steps in Ashleys release post about image compression, when i did this my performance must have went up around 400 percent (I guess those smaller images were able to be loaded faster)?

    I would be really surprised if this was the case because images are always decompressed to 32-bit bitmap in memory regardless of how they are saved. So using JPEG, PNG-32 or PNG-8 only affects the storage (filesize) and it will always be decompressed to 32-bit bitmap on startup, so there is no reason for this to affect the performance at all. I would expect you accidentally changed something else and that improved it!

    In my experience the main things that cause slowdowns are:

    • Physics behavior. It's really CPU intensive. You probably shouldn't use more than 50 objects with the Physics behavior.
    • Creating too many objects. If you make > 1000 objects you're probably giving the CPU too much work to do to keep a good framerate. A common way people do this is using grids of tiles made out of sprites. That's a really bad idea, it can add hundreds and hundreds to your object count, always used Tiled Backgrounds instead.
    • Not using hardware acceleration. Make sure the system expression 'renderer' returns 'webgl' since your computer may not support it even if you turn it on. Also, updating your graphics card drivers and keeping your browser up to date should help with that too.

    A rarer one is using too many loops, but you really have to use a lot of loops to hit the framerate.

    Can you tell us a bit more about your game, or show it to us, so we might be able to figure out what might be causing the slowdown?

  • delgado, you probably used a third party plugin that is broken and does not work with the minifier. You should alert the plugin developer (there is nothing we can do about this)

  • eyeliner - that's still surprisingly difficult to do. Can you invent a system that is easy to automatically parse and has no ambiguities?

  • IMO:

    Construct Classic has loads of bugs which frustrate people (there was a thread recently but it seems to have disappeared...). We made Construct 2 to fix this and it's far more stable and easier to work with than Classic. Hopefully by the end of this year we'll have caught up on features too - we are planning on adding shader effects via WebGL for example. So in the long run I definitely think you'll be better off with Construct 2.

  • Can you export again without 'minify script'? It's impossible to diagnose errors in minified exports. Also, are you using any third party plugins? The problem could be with them.

  • Yup, see custom controls.

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  • eyeliner - we've considered this before but in reality we don't think the script would be readable or at all useful. People like to type out what they think the result should look like, but they don't know the full details of how the event engine works, and it would basically be pretty messy... plus it's a huge amount of work because we basically have to port the entire runtime to another platform anyway, otherwise your events aren't going to do anything useful in whatever target platform you're exporting to.

  • It's not really that there's a battle and audio is losing, it's that browsers still have pretty poor audio support, so there's far less features that can be done on audio than on artwork. We're aware of many of the issues and it's been on our todo list to fix them for a while (lots to do as always).

    BTW you can play sounds in the project bar by right-clicking and 'Open'. You can also play random sounds with the 'play (by name)' action, e.g. "mysound" & floor(random(10)).

  • clockler the SDK can be used to include custom javascript too, and has complete access to the runtime.

  • 'AngularVelocity' is the speed the object is rotating at - to get the overall speed use distance(0, 0, Sprite.Physics.VectorX, Sprite.Physics.VectorY). Other behaviors have a 'speed' expression. You just need to check this in the collision event.

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Ashley

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