Ashley's Recent Forum Activity

  • All the features of the Facebook object are listed in the manual.

  • I'm in favour of a category for unfinished games. Some demos/trials are really fun and promising so they get rated highly, but end up pushing down other finished games. So I think moving them to a separate category is best. Perhaps that category could also be discounted from the top games list too.

  • Geo it's definitely the issue, it's IE's documents mode not a Construct 2 bug. Can you link to the page in question so I can have a look myself?

  • When V-sync is off, the screen is drawn immediately whenever it's ready. This can be half-way through the monitor scan, which means you get tearing, but the display is always updated immediately (ie. no lag).

    When V-sync is on, the screen waits until the monitor scan is finished before drawing. This prevents tearing, but fundamentally requires it wait until the monitor is ready, which is the lag you see. I can't remember how Classic works exactly, but there might be one or two other things at work (some kind of buffering) which introduce one or two frame lags as well, which is more noticable in V-sync mode.

    So unfortunately you can't have the best of both worlds - either you introduce a delay to fix tearing, or you have tearing.

  • EditTexture() opens either the image or animations editor depending on whether pf_texture or pf_animations is set.

    pf_texture and pf_animations are mutually exclusive, you can't have both! Your object either has a single texture or a complete animations system, not both.

    Your best bet is probably to copy+paste Sprite and change its draw code to match Tiled Background's.

  • septeven I'm not sure what you mean - OnPropertyChanged is fired once only when a specific property is changed, you filter out the ones you want by comparing the name of the property that was changed.

  • Also, it would be great if you'd try to not create too many different categories.

    The SDK documentation recommends re-using existing categories. I would also emphasise this, it makes the insert object dialog messy if everyone makes their own category.

  • Changed for next build.

  • You can read more about WebGL in the manual Technology section and this blog post on HTML5 performance. Enabling WebGL can help your game run 2-3x faster so it's definitely a good idea to have it on.

    No mobile browsers currently support WebGL which is a shame. So it won't work with PhoneGap. As for Apple, they cite security concerns as a reason not to support WebGL, but really I think it's because it could allow HTML5 apps to compete with native apps in their app store, which they make money from.

  • Invisible objects have a very small performance impact. Usually it's ignorable and you won't see any difference in FPS if you destroy invisible objects or not. However if you have *loads* of invisible objects - 99 complete levels worth of objects is loads! - this could cause a severe slowdown. It might be what's causing Firefox to choke. I would highly recommend you break everything out in to layouts, that's what they're for.

  • I'll try to get those missing expressions in a future build - the compo runs for quite a long time so hopefully it won't be a problem. The workaround is simple though, just set a global variable whenever you set the layer angle, and you can retrieve the angle from the global variable.

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Ashley

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