Ashley's Recent Forum Activity

  • Mobile browsers have never supported preload for audio/video, ostensibly to save bandwidth on cellular data connections (but they still do this on wifi etc anyway). This exacerbates the fact you can only start playback in a touch, since it will have to start loading the track from scratch in the touch. Most browsers don't support seamless audio playback either. The workaround to all of this is to treat it as sound, but then playback won't begin until it's fully decoded and decompressed the track in memory.

    These are the only options available in mobile browsers I'm afraid. I've argued a lot against the browser restrictions for music (played with the <audio> tag) pointing out you can work around every restriction, albeit inefficiently, with the Web Audio API, but they've never changed it...

  • I'm not arguing that my solution was perfect, I just think it shows that you can get quite far already with creative use of the available effects. I know there need to be new features to make this easier, but you are asking for some pretty sophisticated, almost 3D-engine grade lighting effects. Obviously it is great if we can support this but it is a great deal of work, and given our focus is on C3 right now we just can't spend a few months going back to C2 to work out how this kind of stuff can be done. We also have to balance this with the great many other feature requests we get in completely different areas, with people who also think their ideas are totally obvious must-haves, but we obviously can't do them all at once.

    would it not be the best solution if the Shadow Light object produced an opaque layer with the falloff gradient already in place inside the object?

    I don't like this kind of solution since it assumes everyone wants that. The current system is more flexible: you can avoid using a sprite and have infinite-range lights, you can use a custom sprite with a stepped/pixellated fade-out for different styles, etc...

    Anything that'll allow me too use multiple light sources and many shadows without WebGL is all I need.

    This is basically impossible. WebGL is a requirement for advanced rendering effects. canvas2d is very primitive in comparison and already effects like the penumbras with a shadow radius are only supported in WebGL mode. Why is canvas2d support so important to you still? As mentioned, we are likely to drop canvas2d support entirely at some point in the future, particularly because pretty much everything that people asked for in this thread is basically impossible to do in canvas2d, so only supporting WebGL opens the door to more advanced rendering features.

  • I think the problem here is we used to use SHA-1 digital signatures on the installer, but Windows now regards these as insecure. We moved to SHA-256 certificates as on r222, so from that build onwards there should not be any problems.

    From a cursory search on the web, I think you can still run the installer even when Windows tells you the signature is corrupt/invalid. I think you can right-click and choose "Run anyway" or something like that?

  • This has been necessary on all mobile browsers for several years now, so I doubt it will change.

  • Yes, every video play needs a touch to start.

  • Yeah, this is fixed in Chrome 49 now, which was just released. It's way faster now

  • Here's a tutorial I wrote up: Multiple colored shadow casting lights

    Nested layers would be really helpful for this. It avoids the need for the hack, and then you can apply lighting to more than one layer as well. It's a complicated feature. Perhaps we could look in to it some time after C3's release.

    eli0s - adjacent sprites are a really difficult problem if you're enabling penumbras (soft edges). Each object is rendered individually, so the result is correct for doing that, but unrealistic if objects are exactly adjacent. I'm not sure right now how to modify the algorithm to account for that. One straightforward workaround is to use extra shadowcaster objects to plug the gaps, or use different invisible shadowcaster objects to the ones which are visible.

  • Definitely, the export should always work unmodified, if there are missing files that's a serious bug we absolutely want to fix.

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  • Well, you can do quite well already with a few layer effects and techniques - here's an example with 2 moving lights casting shadows, each with fade-out: https://dl.dropboxusercontent.com/u/15217362/2waylight.capx

    It does become difficult though when the lights move further apart. Because they draw shadows instead of light, it's quite tricky if one light is casting a shadow over another. It's hard to make it brighten the shadow back to lightness.

    The best approach is to start with darkness, and then add lights on top, additively blending so they contribute light. This means later lights can light up areas that are in the shadow of other lights. It also makes colored lights easy. Then you can multiply-blend the resulting "lighting map" with the background, and it applies lighting to the game.

    I thought we'd need nested layers to do this, but no! It's also already possible: https://dl.dropboxusercontent.com/u/15217362/3waycoloredlights.capx

    The real trick is multiply is associative. It's hard to have your background and then have multiple lights on top of that, because it's difficult to render the lights together and then multiply blend the end result without nested layers. So - you can render all the lights first, and multiply the background on top of that! It works out the same because a x b is the same as b x a, so the ordering doesn't matter. So here the crux of the trick is you'll notice the background layer on top of all the lights.

    You're right, this would make a good tutorial

  • This is probably just internet connectivity issues as described in the multiplayer tutorial. It's to do with network connectivity, not Construct 2, so closing as not a bug. You can try running a TURN server, but configuring that is beyond the scope of what we can help you with.

  • If the server returns 404 not found, you probably just forgot to upload some of the files? C2 should never export references to missing files, if it does please file a bug report following all the guidelines.

  • I'm not really clear what people are asking for - things like point lights are already supported (just use a radius of 0), and linking to a half-hour long video with loads of effects does not really make it clear what you're emphasising... and other effects like fade-out can be done with layer effects. You suggest making lights cast shadows from collision poylgon points too, and, erm, that's exactly what it does already. So I don't really know what you want that can't be done already?

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Ashley

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