Ashley's Recent Forum Activity

  • The black bars aren't drawn over the game. I think you mistakenly think that making them transparent would show more of the game content underneath, but there is nothing rendered underneath them.

    If you want to fill the black bars with more content from the game - that's exactly what "Scale inner"/"Scale outer" do! I think I might have said the wrong one, I think "Scale outer" will show more content outside the viewport vs. "Scale inner" which cuts the viewport.

  • To avoid wasting memory by creating loads of duplicate maps, the Pathfinding behavior shares maps between all instances. So you can only really have one set of obstacles, you can't have per-object obstacles.

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  • Parsing them is the only option, and it's what all websites do in order to determine the OS. IIRC the variants for iOS are to look for any of "iPad", "iPhone" or "iPod" in the user agent string, and flag that as iOS. Yes, it's a mess, but it's what everyone uses!

  • I don't understand what you mean, then. The game is displayed over the background. So if you make the background transparent, what do you expect to see under it?

  • "Scale inner" fullscreen mode essentially extends the viewport to fill the bars in letterbox scale mode, which sounds like what you want?

  • It's linked in the About dialog. We already get far more suggestions than we could possibly actually work on though, so I'm not sure how much use it would be to anyone to get even more.

  • We have limited resources and can't do everything quickly (even if I wish we could!)

    If people vote on the suggestion then we are more likely to prioritise it, otherwise there are currently dozens of other things we have in-flight and I can't guarantee when we can look in to anything else in particular.

  • newt - it's just searching for strings in the browser user agent. You can do this in events too, e.g. test if Browser.UserAgent contains "Android". Anyway, in C2 the system "Is on platform" condition has entries for iOS and Android, so it's already built in there too.

  • The pathfinding behavior does allocate more memory depending on the size of the layout (and the cell size). This shouldn't affect the performance of finding paths - assuming you calculate the same path with the same obstacles, having a larger layout should not affect anything, since the pathfinding algorithm generally ignores far-away areas.

    The core engine itself can use unlimited sized layouts with no overhead.

  • I think this was an oversight when we moved a bunch of system stuff to the Platform Info object. The old system "Is on platform" condition was full of defunct platforms anyway. I've added in conditions to check for Windows, macOS, Linux, ChromeOS, Android and iOS for the next release.

  • It looks like it's just taking ages to initialise the engine because there are so many events. I think your best bet is to write a snippet of JavaScript that can float a loading image over the canvas until the game reaches 'On start of layout'.

  • There's nothing wrong with having a really huge layout - Construct does not allocate more memory or do more work if the layout is bigger, so the size doesn't really affect performance at all.

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Ashley

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