Ashley's Recent Forum Activity

  • When you create a project, make sure you tick "Optimize for pixel art". If you've already created the project, apply the same settings as described in the manual.

  • I just ran verification again and there are still 131 problems: https://www.dropbox.com/s/25a5g4e4tq1zux6/uk-UA-2020-02-14.txt?dl=0

    These all look like mistakes added by Google Translate, which as I mentioned is an inappropriate tool to use and could well result in a nonsensical translation that fails review.

  • These are two slightly different cases:

    1) With Tiled Backgrounds and fractional rendering and linear sampling, the opposite edge of the image can wrap around to a transparent edge, creating a seam. Adding a line of transparency along the opaque edge of the image usually fixes this.

    2) With images rendered from spritesheets which are downscaled a lot, there can be bleed from the mipmap. This is an inherent problem with any tool that uses spritesheets and mipmaps: the smaller the mipmap, the more content tends to bleed in to other images. Think of the 2x2px mipmap, where essentially each entire quarter of the spritesheet has become a single color, representing a combination of all the images in that entire quarter of the spritesheet. That happens but to a lesser extent with higher mipmap levels. This is why Construct lets you choose high quality downscaling mode: it pads every image on the spritesheet to a power-of-two size, ensuring it can be resized much smaller before any mipmap bleed happens - but comes at the cost of increasing the memory usage, as all images have to be padded.

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  • It looks like a transparent area which is showing the different background colors through it.

  • Construct already automatically chunks tilemaps, collisions, and - if you enable 'Render cells' - rendering, to ensure maximum performance even across colossal layouts.

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    I'm afraid that, once again, without a project and reliable steps to follow to reproduce the problem, there is very little we can do. We can't debug videos. As soon as you can provide a project and reliable steps, we can usually fix it quickly.

  • Minification is done by babel-minify. If you can reproduce the problem independently, you could file an issue with them (although I'm not sure how actively maintained the project is any more). Occasionally though the pragmatic thing to do is just work around it and move on.

  • You can't call expressions directly from script. You can pass values in variables though as shown in the integrating events with script example.

    In this case it's really not worth the trouble though. The expression is a single line of JavaScript:

    function distanceTo(x1, y1, x2, y2)
    {
    	return Math.hypot(x2 - x1, y2 - y1);
    }
  • You can't call those methods arbitrarily though, since there are various rules imposed by a suite of optimisations to reduce the overhead of SOL management in the event engine.

  • But don't you think popping a notification screen "Exporting to Android Studio: Known issues here" would be a large customer service benefit?

    Well, it's actually pretty complicated - the advice needs to depend on the addons your project uses; it can't cover third-party addons; the details change regularly so could easily go out of date (and wrong advice can be worse than no advice); it's unlikely it will cover every possible issue or quirk, so will probably always be incomplete; in cases where there are bugs that other companies need to fix, the right solution is to get them to fix it, rather than start spreading messages about it; and some users will (sometimes even wilfully) get the wrong end of the stick, point to that message and say things like "look how buggy Construct's mobile support is" (especially if other tools have no equivalent message), even if none of it is our fault or nothing mentioned affects them in any way.

    Mobile publishing is just kind of tricky no matter the tool or framework you use, and I don't think there's any easy answer that will fix all the problems in one go.

  • It's a super complicated part of the engine with lots of subtleties and non-obvious bugs if you make the wrong sequence of calls. I think it'd be a lot of work to document and implement all the SOL APIs, and as ever, time is by far our most limited resource.

  • The URL you gave uses an insecure server. Many features are unavailable on insecure servers, including IIRC device motion. (There have been security vulnerabilities reported where the device motion can be used to guess what the user is typing on an on-screen keyboard, so it is regarded as a security-sensitive feature.)

    These days you should host everything on a secure server (HTTPS) from the start. You can't really get away with insecure servers any more.

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Ashley

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