Ashley's Recent Forum Activity

  • There's so many different icon sizes it's kind of ridiculous to try and get C2 to cover them all. To add a new icon size should simply be a matter of adding a PNG file with a new size to the zip, and editing config.xml to use it.

  • How exactly do you imagine this feature working?

    I wouldn't want to implement all the rendering of the dialog boxes automatically, since that is getting too close to "cookie-cutter" engine features. It should also be reasonable to do with your own events, but that doesn't mean we can't add features to make that easier. The question is exactly what features you want and a detailed description of how they work.

  • 2) this would add ambiguous results to the just-announced find all references feature ... so most likely it will have to add that "create by name" result in to every "find references" result list - or never add it. Either way, it makes the feature less useful.

    But why? Obviously, if i'm interested in "Unit" object, i have to see event\action that spawns it.

    The editor doesn't know what the values will be at runtime. Another example is letting the user type in a name, and creating something based off that. The editor can't possibly anticipate what the results will be, so it has to either always show the unknown cases, or never show them.

  • This has been regularly suggested for C2 for a while now, but my main concerns are:

    1) lots of users are worried about their projects getting reverse-engineered, and to make this harder currently we strip out all object names from the project. To support this, we'd need to add them back in.

    2) this would add ambiguous results to the just-announced find all references feature. If you create an object from a string in a CSV file, for example, C3 can't know for sure if that will or won't reference a particular object. So most likely it will have to add that "create by name" result in to every "find references" result list - or never add it. Either way, it makes the feature less useful.

    It's also relatively straightforward to work around in events (e.g. using a function call) without affecting either of those points.

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  • Most common causes are listed in Performance tips.

    However if you can spot a big difference like that after making a change, you know it must be the change that caused it. Narrowing down what that is can be tricky, which is why it's important to check regularly.

  • This is why I always liked the idea of publishing to the web: it costs nothing, you get all the revenue, and there is no gatekeeper who can deny you access if they don't like what you're doing for some reason.

    Of course the downside is less visibility (Steam provides lots of gamer eyeballs) and payments are more difficult (they handle transactions for you). I often think about what could be done to try and make the web a better publishing platform for Steam-like games. I think there's a few companies out there thinking about it too, like Mozilla who are doing a lot to promote 3D WebAssembly/WebGL games.

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  • Please file a bug report following all the guidelines if you want us to investigate this. It's impossible to comment with such little information.

  • Any build system producing a webview app will likely perform identically. The build systems are just different ways of producing the same result. Since it's the browser engine powering the webview that determines runtime performance, and there is nothing different about that, it's likely the same. The only exceptions are if you change the webview (e.g. UIWebView/WKWebView, but all build systems now support WKWebView).

    Canvas+ on the other hand is not a real browser engine, and not officially supported. We dropped support for it a long time ago because it had loads of problems. It is missing tons of features and had basic problems like being unable to manage memory so even medium-sized games crashed. For a small number of people their games could navigate these problems and more or less by luck they kept working, and they wonder why we don't support it, but it's totally a no-brainer from our point of view - it's not worth supporting at all.

    Also, even if it's faster, in my opinion that doesn't matter. With Construct Classic we learned an important lesson: slower and working is better than faster and broken. We did loads of crazy optimisations for another 5% speedup and it got so complex and difficult with all these internal performance hacks that it just totally broke some games. Someone whose game runs 10% faster is a bit happier, but someone whose game does not work at all is extremely unhappy. So making something that works robustly is more important, even if it's not as fast as possible. So basically in my opinion it doesn't matter if Canvas+ is faster: it's so badly broken it doesn't matter.

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  • Base64 is not encryption. It's just a different format for the same data. Using Base64 is like swapping PNG for JPEG, it offers no protection at all, and only works if someone knows how to extract one format but not the other, which seems unlikely.

    Base64 is also a text-based format so uses more space on disk and more memory too. So given how some people are worried about their games taking too much memory, that also seems like a bad tradeoff to make.

  • I looked up the specs of the Philips S398 and it doesn't say it has a gyroscope.

    So, of course, if the hardware sensor is missing it won't work!

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Ashley

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