Ashley's Recent Forum Activity

  • Please only post in English on this forum. I have Google Translated your post.

  • As I said before, press F12 and see if there are any further error details in the browser console - if you share those it may help identify what's happened.

    Without any further details, I would guess it's a problem with your Internet connection.

  • The first thing to do is press F12 and check for any errors in the browser console.

    Otherwise I have no idea what could be happening, so please file an issue following all the guidelines, since we need all that information to be able to help.

  • No, I already explained in this thread why - it could make it worse and introduce glitches on some devices. The right solution is for Google to fix this, and they are aware of the issue filed.

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  • Switch the project to the C3 runtime if you haven't already. Then it runs like any other C3 project.

    Other than that, I can only speculate it's a device with broken graphics drivers. That's usually what causes these types of issues. That's why the message says to install software updates - hopefully you'd get an updated driver.

  • Yes, it includes a browser engine, and a software renderer fallback for WebGL, so it should always work. I've no idea why it doesn't.

  • Construct 2 is now pretty old - it was first released in 2011, and so has a lot of legacy baggage that isn't needed any more. That includes the canvas2d renderer (used if you disable WebGL). WebGL can be ~10x faster and is now ubiquitously supported. The only reason there's an option is because years ago, it wasn't widely supported, but now it is. So just leave WebGL enabled. It's so widely supported that Construct 3 dropped the old canvas2d renderer and only uses WebGL.

  • You can only get the count of instance variables and their values by index.

    You can use that to make an array.

  • FYI there is already an "Ignore GPU blacklist" checkbox when exporting to NW.js, and it's checked by default.

  • Construct 2 is no longer available for sale. Try removing the plugins that prevent importing to C3, import the project, and then find alternatives for those plugins.

  • There will be a much bigger difference due to all the display variations out there than the actual compression, so I believe artists are out of luck here. No matter what they do it will look different on different screens.

    There's a difference between the same image pixel data being shown on different displays, and altering the actual image pixel data as lossy compression does.

    We do the same with audio in Construct. It is compressed, so why not graphics?

    Graphics are compressed too. You can also opt-in to lossy JPEG compression.

    Ideally ( if possible ) give people options, from what's currently in Construct to more severe compression.

    The more options there are, the more development work we have to do, the more bugs come up in different combinations of settings, the more things have to be maintained over time, more documentation and support questions come up, etc. It's also not clear how lossy PNG compression would work, since PNG itself is a lossless format. Are there different pre-processing algorithms out there? How to they compare on the quality/size trade-off? Are they all appropriate in different circumstances or are alternatives necessary (which further increase the options)?

    Also - as ever - we're a small team with limited resources, and already have years of work worth of features filed, so why should we work on this first and not other suggestions?

    You can also already apply lossy compression if you want - just recompress the exported spritesheet images after export using your own tools. So you can basically do it already manually.

  • Since all web content is architecture neutral, everything should run just fine on Apple Silicon systems with no changes. The performance sounds like it will be good, but as ever, the only way to tell with performance is to buy a system, and make measurements.

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Ashley

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