Ashley's Recent Forum Activity

  • We're going to do polygon collisions next.

    Construct Classic's pixel perfect collider is a bit unusual - it uses all the hardware tricks in the book to get it fast enough to be useful. Javascript doesn't have the same close-to-the-metal features that C++ has, so it's unlikely to be practical in Javascript.

    Still, polygon collisions should do just fine.

  • So if you add a new, empty layout with no events, running it unlimited is slower than a blank cap? That's odd. I think a while back Davo was investigating a bug where overall performance was dependent the number of different object types in the project. I guess he didn't solve it.

    I guess I should take a look back at Classic to solve this - it seems to have held up the biggest and best projects in Classic. If you send me your .cap (obviously I won't share it) I'll run it through a profiler and see what's going on. We're doing the big C2 launch on Monday so I can't guarantee I'll be able to fix this soon though.

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  • What do you want to use these extra controls for? I prefer not to do the work unless there's a provable case where it's necessary. We're constantly stretched to the limit of our resources.

  • 'Containers' in Classic is what you want - you can group together objects so they act as a composite object. However, the feature hasn't been added to C2 yet. It's on the todo list!

    In the mean time, as long as there are equal numbers of objects, 'Set A position to B.X, B.Y' will pair up an A to every B.

  • What we are most likely to do is package the HTML5 runtime inside apps, so your app works identically everywhere. Also, as a tiny team, it means we don't have to spend months working on new runtimes and exporters for each mobile phone out there (iOS, Android, Windows Phone etc). HTML5 is getting very fast even on mobiles so I think this is will be good enough for games.

    We want to finish off features for the HTML5 runtime first, so any other platforms are probably some way off. However, there have been calls for an OpenGL/desktop runtime (like Classic). I suppose if HTML5 covers mobiles well, then we'd do that next.

  • Vercingetorix, if you hit F5 (or manually refresh the browser), do the changes show up? How about if you close the browser and click preview again with no browser open?

  • Is it? The entire javascript runtime is written in the style

    if ()

    {

    }

    It works just fine. I think the semicolon insertion rules don't break that.

  • We had a thread on this before, but there was a technical problem and it ended up deleted (sorry!)

    There's a new version of Box2D physics for javascript out, now renamed "Box2DWeb":

    http://code.google.com/p/box2dweb/

    Looks like a better alternative to Box2DJS if anyone's working on this.

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  • Nice!

    So the "up" bug has been corrected. The sprite seems to be "floating" a bit, compared to the straight "glued to grid" style it had previously.

    I wouldn't make the behavior move the object. No matter what you do, for the majority of games it's probably not quite what is needed. For example tile games just want to step a whole cell at a time, and an RTS might use a steering vehicle style. IMO the behavior should just return the list of waypoints by expressions and then the user can make the movement via events... that seems to hit the right balance between "taking care of it for the user" and "not telling the user what they want", which is the balance all of C2 has to strike just right.

    t seems that the minifier has a file size limit, or something.

    There's definitely no file size limit. I guess there is a mistake in your script the minifier doesn't like. Did you read the section on Google Closure Compiler in the SDK docs?

  • There's a jump action in r51 - and there's an image "editor" but right now it's just a place for you to import graphics really, we're still working on it. You've seen it if you've inserted or double clicked any Sprite or Tiled Background.

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Ashley

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