Ashley's Recent Forum Activity

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  • I don't think it's a Construct 2 bug. It's just that your controls require three keys to be down on the keyboard, and most modern keyboards only reliably detect two keys. It's not a C2 limitation, all software must deal with this.

    p.s. sometimes it can take up to a couple of weeks to deal with bug reports - I just happened to be online/around for this one. I can't always be here for 24hour support!

  • 60 is still too many events. I'm ideally looking for under 10 events. In the past I've spent sometimes several hours picking through a large project only to find it's a mistake in the events, and not a Construct 2 bug. So I really will do anything to avoid debugging large projects, it's a nightmare. You don't need to use any of your artwork, just test sprites is fine.

  • If you have a lot of events it's very very difficult to tell it's not a mistake in your events instead of a bug in Construct 2. So as far as reporting bugs goes, generally entire projects won't even get looked at, you really should reproduce them in a new project to prove it's a C2 bug and not your events.

  • 7Soul, open regedit and delete the key:

    HKEY_CURRENT_USER\Software\Scirra\Construct2

  • Got a .capx made from scratch showing the issue?

  • Oops, that's because in WebGL mode text draws on top of everything. Fixed for next build, but it just uses the opacity of the layer, remember the text is not really on that layer.

  • 47 is a great framerate for a phone! Remember they have really weak hardware to stay low-power and not cost much, so you should not expect to see the same performance as a desktop. Generally 30fps should be your target for mobile devices. iOS can generally get that for straightforward games.

    AppMobi won't get you any extra performance - see this post I made just now.

  • I've already looked in to DirectCanvas (the thing which speeds up HTML5 games), but coding for it is a nightmare. For some reason it isn't backwards compatible with existing code. Using it means a lot of work, possibly changing all rendering code, and it looks likely it'll break any third party plugins that draw. It's not enabled by default so using AppMobi right now doesn't get you any extra performance over PhoneGap. I tried to get them to explain why they did it like that but they just said it was the only possible way. It certainly doesn't have to be done like that on Android, so I'm not sure what's going on. Overall I was pretty disappointed, so we've been looking in to alternatives, but the state of mobile is tricky to say the least.

    It's possible some hacks may get better performance, but I was going to focus on Android 4 when it comes to my phone (due this month). Also, I think mobile performance is a problem time will fix, since I'm sure hardware-accelerated canvases and WebGL are on their way for mobiles and tablets - they're just a little behind the desktop tech. Being a small team we can't really afford to spend ages on hacks that might not work, but I think porting DirectCanvas to a PhoneGap plugin would be an interesting place to explore next.

    I tried a little side-project recently called WebGLGap which was a PhoneGap plugin that aimed to enable WebGL for Android. It worked, but was slower than Canvas 2D! I think it's Android's javascript engine is terribly slow at the moment and negates the performance benefit! So I hope that shows we're aware of the performance issue, and we are trying things, but it's a very difficult area - there are no easy fixes, it looks like all of the options will involve lots of work.

  • Now it thinks you've been continuously visiting the site for about 3 years... lol, funny bug, I'm sure when Tom sees this he'll be able to sort it out but I'm afraid you may lose some of those badges <img src="smileys/smiley17.gif" border="0" align="middle" />

  • joelsandberg - the 'black' option is opaque and moves the canvas down beneath it so it doesn't get overlapped.

  • From the manual:

    b]X

    Y

    Return the position of the mouse cursor in game co-ordinates. This is (0, 0) at the top left of the layout. It changes to reflect scrolling and scaling. However, if an individual layer has been scrolled, scaled or rotated, these expressions do not take that in to account - for that case, use the layer versions below.

    X("layer")

    Y("layer")

    Return the position of the mouse cursor in game co-ordinates, with scrolling, scaling and rotation taken in to account for the given layer. The layer can be identified either by a string of its name or its zero-based index (e.g. Mouse.X(0)).

    i.e. use Mouse.X("Layer 0") and Mouse.Y("Layer 0").

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Ashley

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