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    Since we started work on Construct 2, we've turned over development of 'Classic', formerly '0.x', to the community. That means we are happy to grant SVN access to the source code to any developers interested in keeping it going.

    We have also set up a new hidden forum for Construct Classic developers to discuss changes, post updates and so on. We use a hidden one because sometimes difficult decisions must be made, and it's best they're made in private. It also makes life easier for the developers, who aren't pressured in to providing certain fixes, or pushing out updates prematurely from user demand. In other words, it just works better having a hidden forum.

    If you're interested in working on Classic, which is a large and complex C++ software application, let me know here, or send me a PM. I can grant you SVN access and add you to the developers forum.

    Thanks and if you have any questions feel free to ask!

  • cow_trix: Windows decides the position of the window. That seems odd. What version and service pack of Windows are you on? You could try deleting the Construct 2 registry key (HKCU\Software\Scirra\Construct 2 IIRC) which will reset the size and position of all dialogs, and try again.

  • Hi all,

    Just want to check that the auto-updater's working OK for everyone. I put it in a few builds ago. It only checks for updates once every 24 hours so it might not be instant, but you should get prompts in old builds when a new build is available.

    I did test it myself, but online features can be a bit trickier, so just wanted to check Let me know if you had any problems!

  • cow_trix: what's broken?

    kiyoshi: I think I can reproduce this. Looks like when you delete an object type, actions which reference it in an object parameter disappear from view, but still get saved to the XML (which is wrong!). I'll try to fix it for the next build. Also looking in to the changing layer thing.

  • Well, for C2, MS Paint does suck, because it doesn't support transparency at all, which is a really important feature for game graphics!

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  • In C1 there was a nice editor but in C2 the stupid MS Paint comes up.

    C2 is in an early state of development. It is incomplete. The image editor is one of many things that hasn't been coded yet. That, as well as other plugins like tiled background, are things we will get round to soon, but we're not quite there yet.

    BTW C2 launches the system program associated with editing PNG files. Paint.NET is a good alternative, with good transparency support. If you install that, it should launch as the image editor for C2 as well. MS Paint is what comes with Windows, and yes, it sucks!

  • I would definitely like a transparent background. Is that even possible? Also, is it possible to overlay an html5 game over other webpage elements?

    Yes, you can have a transparent background, I just need to add an option for it. You can overlay the canvas over other web page elements, you just need to set up the web page yourself so the canvas is positioned over something else in the page (just a bit of CSS).

  • It's described on the 0.x wiki, but note the C2 expression is dt (standing for delta-time) rather than the 0.x timedelta.

  • iPads (and mobile devices in general) don't seem to have very fast Javascipt or HTML5 canvases yet. The problem is probably partly that you're running on an iPad.

    Release 32.2 has a real delta-time, where supported, which should help - if you use dt in your movements, it keeps going at the same speed when the framerate struggles, rather than going in to slow-mo.

  • The other thing I'm curious about is this. How much overhead is there for objects?

    There is actually very little overhead for objects - even fully animated sprites. Reducing overhead is something we spent some time specifically working on.

    If you have hundreds of individual tiles, though, the overheads do add up. If you use a Tiled Background instead of grids of sprites, that should be a lot more efficient.

    [quote:167sxy25]What is usually the biggest bottleneck for Construct?

    I'd say most often shaders, because they're really intense on graphics cards (but look very cool!). Apart from that, inappropriate uses of objects like RTS movement's pathfinding can burn CPU cycles. Usually there are workarounds and more efficient ways of doing that though.

  • Events aren't converted to any other language. The runtime is a standalone compiled EXE application, which is optimised and actually very fast. Your events and game data are attached to the EXE as a block of data. The compiled EXE then builds an internal representation of the events in memory, and starts running them.

    It's basically an interpreter for events, but it performs very well - events usually complete quicker than the rendering on the screen, and rendering and events run in parallel together (since the game is rendered with DirectX on the GPU rather than CPU). In other words, your game code has no performance overhead unless the events take longer than the rendering.

    Also, although events are interpreted, all the actions, conditions, expressions, plugins and behaviors are written as compiled C++ plugins. This means code within them is very fast as well - for example, if you do pathfinding with the RTS behavior, that pathfinding code runs as quickly as it would in any other compiled C++ application. The only intepreter overhead is in deciding when to run each of these bits of code.

    That's a very brief overview, if you want any more detail I can provide!

  • OK, edited the OP to 32.2 which fixes the broken input plugins and solid problem. Redownload for fix.

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Ashley

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