Ashley's Recent Forum Activity

  • I think really you want a "quality" option per-layer so you can render at a (custom) smaller size and stretch up to fill the display, similar to how low-quality fullscreen scaling works.

    I'm afraid we will not be adding any significant new features to C2 from now on, and this kind of improvement is something we'd only consider for the new C3 runtime.

    Also for what it's worth, this is one of those surprisingly tricky optimisation areas: using a lower-quality for a layer will cause it to use its own texture, which in some cases can use more fill rate than if you didn't lower the quality at all. The overhead of the own-texture copy has to be exceeded by the amount of GPU time saved by the lower quality rendering. This is not a simple equation and in some cases will just make things worse.

  • We've seen a few reports of this error but we still have no idea what causes it. Nobody on the Scirra team can reproduce it. Identifying what causes this issue and how to reproduce it is critical for us to be able to do anything about it.

  • Background throttling is quite complex - normally background web pages are suspended, but there are exceptions, which include if the tab is playing audio, and IIRC as of recent Chrome versions WebRTC connections count as an exception too.

  • You can DoS any host on the Internet for any kind of game. There's nothing particularly different about the multiplayer plugin.

  • Add to that the fact while Unity has its strengths, it's not perfect either, and has a much higher level of complexity than Construct. I don't think it makes much sense to pin everything we do to that.

  • We hope to have a stable release out within a couple of months - the software's in good shape already, but there's a few other pieces we need in place before we feel like we can say it's ready for broad usage. A new set of tutorials aimed at C3 and Paypal payments are two major ones.

  • Yeah, it's tricky - the blob URL is random every time, and we can't use a fixed URL without uploading it somewhere, which we don't wan't to do. Ideally Chrome dev tools could remember breakpoints based on a hash of the script or something like that.

  • F5 should reload the preview as of r54.

  • Normally the SDK version has a 0 at the end, try 10.0.15063.0 instead.

  • Animation triggers have to delay changing animation by a tick. I can't remember exactly why, I wrote the code years ago. But I think that a 'set animation' can't have effect in the same event as the same object's 'on animation finished' trigger, because if you have two triggers, by the time the second one fires it's not playing the same animation any more, which causes some bug or crash. I don't think there's a better way to work around it. Since the 'sword' object is not the same object as the trigger, it can change animation straight away.

    I guess another workaround would be to use an invisible object to control the animations, and then control both the knight and sword animations from that. Then they both ought to work identically, since neither is involved in the trigger.

  • The animation system is actually pretty complicated, and there are sometimes one-tick delays before it starts animations to work around edge cases like changing the animation in an "on animation finished" trigger. You can just force the sword to use the same animation frame as the knight. These events work fine:

    https://www.dropbox.com/s/mfaelh6fz1cgk67/knight-anim-events.png?dl=0

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  • Please check you're using r54, we just fixed a minify bug. If you still have issues please post to the issue tracker following all the guidelines.

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Ashley

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