Ashley's Recent Forum Activity

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    For the record, this sounds like ordinary run-of-the-mill Internet connectivity issues as described in the multiplayer tutorial. It's mostly to do with the way the Internet works, not Construct 2.

  • I'm not sure why you would use Python for web design? Typically that involves HTML and CSS, and Python is an unusual choice for that...

  • Android devices don't tend to ship with many fonts, and very few that overlap with Windows. C2 shows the fonts on your system, but this is a bit misleading since it's easy to pick fonts which aren't widely available.

    Web Fonts and SpriteFonts are both ways around this, since they don't rely on anything being preinstalled. For long bodies of text I'd recommend web fonts, they tend to flow more naturally.

  • The problem with audio scheduling is right now you can only start audio playback in events, which run at 60 FPS (every 16.6ms) under good conditions. Even on desktop since 1875ms does not divide in to 16.6ms, it will not be able to schedule those sounds at exactly the right time. If the framerate is low, e.g. 30 FPS, the problem gets worse. The solution is to allow scheduling playback at a time in the future, which the Web Audio API can do sample-accurately, so the sound kicks in exactly when you want it, even between frames. I'll look in to adding this in a beta release some time...

  • It sounds like they're just moving the accounts system to DevCenter instead. It doesn't look like anything else needs to be changed?

  • This is by design. Presumably you have set "downscaling quality" to "high" and you are looking at a spritesheet that was exported. (It should not appear like that in-game.) Since you told C2 to maximise the downscaling quality, to guarantee optimum rendering of lower mipmap levels without bleed, each sprite is positioned in a power-of-two cell and its last border of pixels are extended to fill the rest of the cell. This prevents the empty transparent space bleeding in when the driver generates the very small mip levels, which can cause minor artefacts like faint seams between adjacent objects.

    This padding also uses a lot more memory. I'd discourage the use of "high" downscaling mode unless you see such seaming artefacts. I think I even put a warning in the editor when you choose that mode.

  • The C3 editor is being rewritten, and accordingly the edittime.js script will need to be changed. (This part was not well designed anyway and I think everyone would agree having more capabilities and a clearer API there would be useful.) However the runtime side should still work unmodified.

  • I'm not aware of any bugs in the video plugin right now (other than the one we just fixed in the latest beta), so if you find any please report them as usual following all the guidelines. However video is a bit tricky due to the browser support situation:

    • generally Chrome can play any format, but Chromium (NW.js, Crosswalk) cannot play H.264 (because it's a patented format and Google only have a license for Chrome). VP8 should work. You have to encode these videos yourself, so make sure you get the encoder settings right.
    • iOS can only play H.264, not VP8, VP9 or Theora. You can add multiple sources to the video plugin and it will fall back as appropriate. So to guarantee playback on all platforms you need VP8 and H.264.
    • on mobile (both Chrome for Android and iOS Safari) you can only start media playback in a touch event. This applies to music as well. Construct 2 uses the same workaround for video as it does for music: if you try to play when you're not allowed to, it queues it up to be played in the next touch event when it will be allowed. However this means you must touch the screen at least once for there to be any chance that video can play. If you're just starting up the app and watching it, it won't be able to play until you touch it.
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    Closing this thread as people keep bumping it and the original issue is resolved, but this thread is confusing people with other unrelated audio issues. emaiengiou - please start a new thread.

  • It's a free hosting service, so there have to be limits. I'm sure even if we increased the limit to 100mb, sooner or later someone would want 200mb, etc...

  • Import PCM WAVs and Construct 2 should encode them to both Ogg and M4a as necessary for all browsers. See https://www.scirra.com/manual/52/import-audio

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Ashley

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