Ashley's Recent Forum Activity

  • Construct already loads layouts in to memory when you switch to them. The only reason to use it is to pre-load another layout before you switch to it, making it faster to load the layout. Typically this is done on a separate loading screen. Loading another layout's images while still on a gameplay layout is dangerous, because it will temporarily spike the memory use, and risk crashing the game as it runs out of memory.

    If you want to reduce memory usage, you will need to remove objects or unload memory - not load even more things.

  • Why not just start the next tween when "On finished" triggers?

  • See the forum thread Introduction to Timelines.

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  • Look in the manual.

  • Worms-like terrains and terrain destruction.

    That's a much more specific case though: per-pixel collisions and dynamic updates by removing parts of it. You could have an equivalent dynamic-polygon-updating feature. If you take per-pixel collisions on their own vs. polygon collisions, I still haven't seen anything that convincingly makes the case for per-pixel collisions.

  • BB and Windows Phone are defunct platforms. The Windows Store exporter covers UWP and Xbox Live and is still supported.

  • > Regarding the polygon object suggestion. Didn't Construct Classic support pixel based collisions, couldn't the code for that be ported?

    >

    > I know it was more of a "hack" back then but I guess if it works, it works.

    That's why we have polygon, per point is way too slow for html5.

    I don't think that's the case any more, especially with WebAssembly. The main reasons for polygon collisions are:

    • it's simpler
    • easier for user to edit
    • likely faster than per-pixel checks (regardless of implementation)
    • other parts of the engine need a polygon e.g. Physics & ShadowLight, so you need a polygon anyway. So you may as well use the polygon for collisions too.
    • per-pixel collision was extremely difficult to get right in Classic - lots of difficult bugs, even years down the line when we thought it was mature, and often the bugs crashed the game or corrupted memory
    • if there are N collision systems, you need N^2 algorithms, because every type of collision has to be able to collide with every other type of collision. Adding new collision types becomes exponentially more work, which is a very good reason to only support one, or the very fewest possible. (E.g. if you add per pixel collisions, we'll also need poly-pixel intersection tests, which means rasterising polygons to a bitmap... lots of tough code to write there, and carries opportunity cost accordingly)
    • I've always asked for, but never seen, a convincing case where something really definitely needs per-pixel collisions and just can't be done with polygon collisions. So as far as I can tell polygon collisions are perfectly sufficient for game design purposes.

    As is typical with designing complex software, there's a lot more to it than performance or "just port the old one".

  • There was an issue with the TURN server that iOS devices have to use. It should now be fixed and working again. Apologies for the inconvenience.

  • The new C3 runtime has huge performance boosts over the old C2 runtime. See this blog for more information.

  • Non-square images have always been OK. I think you're getting confused by power-of-two size restrictions. Those basically don't matter any more either.

  • Why do you want them? They're all defunct platforms.

  • Construct 2 project have cli-6.2

    Construct 2 projects don't specify a version. They will use the default, unless you edit config.xml to specify a specific Cordova version.

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Ashley

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