Ashley's Recent Forum Activity

  • > 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.

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  • 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.

  • Please file a bug following all the guidelines. If you don't want to share the project send it to ashleyhpl@scirra.com and I'll take a look.

  • If you make all the layers transparent then the canvas will have transparent areas that can show elements beneath it.

  • It's not currently supported in the offline editor. You can save your project as a .c3p and keep working in the browser version though.

  • The main reason is the forum is perpetually receiving a colossal amount of spam and the moderation process allows us to block almost all the spam posts from actually reaching the forum.

  • Thanks. So as things stand:

    Broken

    • Honor 9 Lite: Mali-T830 MP2
    • Alcatel A5 LED: Mali-T720MP3
    • LG K10 (2017): Mali-T860MP2
    • Samsung Galaxy Tab S2 (SM-T710): Mali-T760 MP6

    Working

    • OnePlus 5T: Adreno 540
    • Oneplus 6: Adreno 630
    • Motorola G6: Adreno 506
    • Pixel 3: Adreno 630

    The Mali theory is looking good. Can someone make a minimal project that demonstrates the problem on a Mali device?

    (edited to add new device results)

  • Crosswalk was retired 2 years ago. The Intel XDK build service was retired over a year ago too.

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Ashley

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