Ashley's Recent Forum Activity

  • Can't reproduce here, seems to always render correctly. Given the age of your GPU hardware I would still suspect a driver issue.

  • One of the layout XML files got corrupted. There's a line that looks like this:

    [quote:3zpndzku]<effect-fallbac <jump-strength>650</jump-strength>

    Blue forest.xml also has a corrupt line.

    There's nothing we can do other than fix the file unless you know what caused this in the first place. Here's a link to the recovered version: https://dl.dropboxusercontent.com/u/15217362/inpainsight_recovered.capx

    You're lucky this was recoverable - you should definitely keep backups so you can easily revert in case this kind of thing happens. If there had been an unrecoverable error, this project would have been permanently lost.

  • Closing as this is posted in the Bugs forum and it does not follow the guidelines; perhaps you meant to post in a different forum.

    Note Canvas+ has not been officially supported for over two years, precisely because of compatibility problems like this.

  • If you're talking about this issue, the problem was the itch.io server, and as Iain suggested at the end you should file a separate issue for the Android problem which sounded unrelated.

  • Why not just preview the game in Construct? That lets you play it without uploading anything

    That error message in exported games is there for a reason, deleting it won't magically fix the game. Generally you can't run games from the file:/// protocol because the browser will block all sub-resource requests (e.g. images, sounds etc).

  • I have a hard time understanding how Asphalt 8, Modern Combat, Titan Quest etc. can all run on my device yet somehow a simple 2D game is maxing it out

    3D games in particular have a very different rendering approach. Many GPUs have limited bandwidth, and the fact 3D games have depth allow them to use a front-to-back approach that more or less ensures every pixel is only drawn to once, at least for the basic color pass. Many Construct users naively create a stack of 14 force-own-texture layers, causing every pixel to be written to at least 14 times, which absolutely hammers the GPU bandwidth for all it's worth. Then traditionally they blame HTML5, Construct, browsers etc. without recognising what they've done.

    Part of this is the game design aspect: AAA games are built by experts who know this GPU performance stuff inside-out. If you're an indie dev just starting out with Construct, things like fillrate limitations are often things you learn about the hard way.

    I'd really like to recommend again that you use your own tool to make (and release/troubleshoot) a full sized platformer game (on at least Steam for Windows) and experience the issues that others like myself have reported here.

    I do work with very large projects. Thanks to the developers sharing them, I do privately have C2 projects for games like Airscape and The Next Penelope. On the whole, they seemed to work fine, and the C2 engine was holding up great. The Next Penelope in particular had some issues with using too much fillrate early on, but Aurelien made some game design changes to reduce excessive layers, effects etc. and then it fit much better within GPU hardware limitations. That is exactly what I was talking about above. So my view here is not due to naivety, it's actually based on working with these very large projects.

  • I guess Google now block Geolocation from non-Chrome browsers. I added the workaround for the next build of C2 which looks like it works, hopefully they allow that one to keep running...

  • Thanks, fixed for next build.

  • Thanks, interesting find. Should be fixed in the next build.

  • Works OK in Firefox here. Note you have to move the mouse off the button to see the correct style; I suppose the button uses its own cursor style (which seems sensible).

  • Closing, please see the bug report guidelines. You need to provide a minimal .capx to prove there is a problem in Construct 2, otherwise with this many events it's most likely you just made a mistake in your events.

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  • OK, will follow this up on the GitHub issue.

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Ashley

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