Ashley's Recent Forum Activity

  • This is a normal result in computer graphics. Sprite images are clipped to their display box (quad). This means pixels at the edges can only be on or off. This causes aliasing when using floating-point positioning. Adding a 1px transparent border allows the edge pixels to have intermediate results thanks to bilinear sampling. Construct 2 adds this by default when cropping sprites to help avoid the aliasing problem. Closing as not a bug.

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  • It's crashing at the point it creates an OpenGL context for the Layout View. This is caused by buggy graphics drivers. Try updating your drivers and checking for any available software updates for the OS.

  • Yes, video and DOM objects work on mobile. Always use the webview option. Canvas+ is not officially supported, having been deprecated since 2015, and does not support DOM objects. I'm not sure about video either. This is part of the reason it's deprecated: Canvas+ has poor feature coverage. Webviews support everything.

  • Try the desktop build, which also has an option to reload images. Hopefully this will help avoid the feeling that the world is ending.

  • Webviews on modern devices are perfectly fast. I doubt you will be able to measure any performance difference to something like Canvas+, unless the device has a blacklisted GPU, in which case it will use software rendering and there will be a big difference. That only affects a minority of devices though; most are fine.

    We deprecated Canvas+ precisely because it was really buggy and limited. It involves building a significant fraction of an entire browser engine, which is an incredibly difficult project. It was buggy when we deprecated it in 2015, and if you are still finding serious bugs in it now, I am both unsurprised and very glad we deprecated it back then. Don't use it.

  • There's already over 30 pages of multiplayer tutorials, covering concepts, a chat room, pong and a real-time game. We can't, and never will be able to, make a dedicated tutorial for every kind of game anyone might ever want to make. Besides, it's better to teach the fundamentals, so you learn how things work and how to build new things yourself, rather than just following recipe-style tutorials.

    Honestly, I think there aren't that many people using multiplayer because networking is just fundamentally difficult. You can make all sorts of excuses, but ultimately you are going from one game (which is often hard enough!), to multiple simultaneous games, all with slightly different time offsets, and all of which need to communicate with each other with varying degrees of latency, latency jitter, and bandwidth constraints. It's far more complicated and requires a whole different mental model about how to design it, which can take a long time to get comfortable with.

    So yeah, multiplayer is just hard. I warned everyone it would be, but I think hype exceeded reality, and then when everyone realised that actually yes, it is hard, then it ended up with less usage.

  • Try setting that expression to a text object and make sure that it actually matches what works from a command prompt.

  • The built-in particle effect demo works fine for me. Not much else we can do without more information.

  • Build services are complicated and expensive to run. This is why all build services charge a subscription. It's simply not economical to provide a pay-once, use-forever build server.

    Having said that, some third-party services have a free plan - try PhoneGap Build for example. It's really easy to use, just zip and upload.

    If you are determined to have a free option with no limits that works offline, you can use the Cordova CLI, but it's more complicated. The linked documentation will help you get started though.

    Construct 3 has one-click build to APK included as part of the subscription, so you do get that with C3. Since it's a subscription, it's economical for us to offer the build service as part of that. You also get an entire game development IDE with it, for less than the cost of some build services alone.

  • Since no .capx was provided, I tried Space Blaster. With a 4K display on Windows 10 build 16299 at 150% dpi scale, everything looks fine: https://www.dropbox.com/s/68xgyiljv6sm69f/c2-4k-150.png?dl=0

    In C2 once you get to ~5000 objects you can actually get close to hitting a limit in Windows itself for how many graphics objects it can create. It has a hard limit of 10,000 which has been the same since the Windows 3.1 days. You can try changing the "Icon mode" in settings to work around this.

    FWIW in C3 we rearchitected the icon engine to avoid ever coming close to this limit so it's actually better at handling large projects, and it's also better at handling hi-DPI displays.

  • Thanks for the post, it's always nice to see positive feedback too

    We always knew it would be tough moving to the subscription model but I'm still convinced it's absolutely the right thing to do. Remember I was the sole developer of C2 for its entire lifetime. We already have 3 developers on C3 and we're moving quicker than ever, and I think people are starting to notice that too. I'm sure it will gradually become clearer just how much more we can do with a more sustainable model.

    I don't think we'll ever please everyone. Naturally everyone wants the lowest possible price with the most features and longest product lifetime possible. We have to balance the price with our ability to actually do all the things everyone is asking for!

    I think as users it's worth remembering: everything is a trade-off. For example, to use an old example, we could make native engines, but it's such a huge amount of work it would mean cutting several other platforms entirely, and not getting round to a whole set of other features. I think people often assume they can have it all: "make a native engine and support all the other platforms you already do and all the features you currently support and more new exciting features in future too!" It's simply not possible! If we did it, there would be massive repercussions in all sorts of other areas. I think if you're not aware of this and you have unrealistic expectations you might end up thinking we're lazy, or ignoring customers, or making dumb decisions. I gotta say, being accused of ignoring people or not listening is particularly galling when you have 25,000 forum posts and you are directly in communication with the founder of the company. Where else do you find that?

    Anyways, we're gonna keep on working hard to make Construct 3 amazing, and we've got some exciting plans for this year! I'm looking forwards to it

  • It's supported and AFAIK is working fine for everyone else. Can you provide a project demonstrating the issue?

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Ashley

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