Ashley's Recent Forum Activity

  • We probably do need dedicated documentation on this, but the basic principle is simple enough: if you have 3 sprites stacked on top of each other, then each pixel is drawn to 3 times, because C2 renders back-to-front. That's overdraw (filling pixels more than once), and it wastes fillrate. Using a force-own-texture layer (which includes options like opacity which implicitly turn it on) causes the entire layer to be overdrawn since it has to draw the layer's own texture to the screen.

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  • It's on the todo list. Launching a product has been non-stop insanity for months on end, and we still have more work to do. Please be patient while we try to get through everything.

  • I'll repeat what I said in 2015, which is higher framerates actually improve collision accuracy. Perhaps you should check you're using dt correctly.

  • I don't know if you've ever launched a major software release before, but it's just been solid insanity non-stop for months. Meanwhile everyone's still asking us for a whole list of things.

    We're still working hard and trying to get through everything, but I'm afraid I can't give an ETA.

  • I shouldn't be running into bottlenecks on a 970. Or a 1070.

    Those cards have insane amounts of bandwidth. So it's unlikely to be fillrate. So you probably have a CPU-bound game. So you can then use tools like the profiler to investigate why that is and optimise your events.

    So no, still nothing to do with rendering performance.

  • Yes, it will have a different scale each time you change the layout scale, because you changed the layer's scale rate.

  • This is incredibly difficult to debug since it seems non-deterministic and latency-sensitive. In particular latency issues are very thorny since simply setting a breakpoint in the debugger changes the latency and can cause issues to change :-

    If you look in the browser console you can see it logging some errors about being unable to read data. I think it's failing to read data for some message, which causes it to fall back to an error path which means for some objects it considers it to have received no messages. In the multiplayer engine if an object does not receive data for ~3 seconds, it destroys it as presumably having timed out. So I think disappearing objects is caused by the timeout, and the real problem is being unable to read data. I've not been able to isolate it much further than that though. As ever producing an even smaller, simpler reproduction would help.

  • Can't reproduce here in Chrome 59, seems to work fine with a simple test .capx I have, which I used since you didn't provide one. It failed to read storage after clicking "clear storage", which I think is because it was wiped while using the storage database, which isn't too surprising. However simply closing and reopening Chrome allowed it to start working again. As expected it also restored to an empty storage state, so if you used events that expected storage to be present, it might have the appearance of no longer working. Since you didn't provide a .capx I can't investigate further, so closing.

  • I think it's actually working correctly. You're changing the layout scale but have bounded scrolling enabled; that causes scrolling if it can't fit everything naturally, which is particularly likely when you use a smaller scale like 0.5. If you enable unbounded scrolling for the layout it then keeps everything centered, and just the layer with the adjusted scale rate changes size, which is to be expected since you are changing the layer scale but have adjusted the rate at which one of the layers scales relative to that.

  • Oh, noticed you used a minified export and that caused the issue, it only happened when minifying. Should be fixed in the next build.

  • I can't reproduce either on an emulator, or with Windows 10 itself (add the Windows Store object and you can set a back button visible in the caption, and use that to trigger 'On back'). It works correctly as far as I can see. I don't have hardware to test on right now, but will try to get a real device to double-check on.

  • A much easier way to reproduce: create a new project, add a sprite, create an image point and rename it "Imagepoint 2". Now you can't add new image points. It tries to add the second imagepoint as "Imagepoint 2", but the name already exists. It works if you rename it to something else so the new imagepoint can use that name.

    Fixed for the next build - it'll always choose a unique name now.

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Ashley

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