Ashley's Recent Forum Activity

  • This was posted while most of us were out on holidays over the festive season, and we normally ask for a few weeks to get round to reviewing reports. Please be patient! I should be reviewing more bug reports this week.

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  • If unchecking "Cache icons in editor for better performance" fixes this, then it's due to a limit in the Windows OS itself rather than C2, so closing. If you still think there is an issue, please make sure you follow the bug report guidelines such as by providing a .capx with specific steps to reproduce, otherwise there is nothing that can be done.

  • Have you tested on the latest beta with the latest NW.js 0.13 alpha? That is a pretty major upgrade in NW.js support.

  • Closing, please follow the bug report guidelines.

  • Thanks, should be fixed in the next build.

  • In this thread: https://groups.google.com/forum/#!topic/nwjs-general/Z1V9cmfPhRQ

    Roger (one of the NW.js developers) says that NW.js 0.13 alpha6 and above should automatically import data from apps using NW.js 0.12 or older. Can you confirm if this is working or now in alpha7? Also beware it may be that if you tested an earlier version which didn't import data, you accidentally wiped the storage.

  • Well, the problem makes very little sense, because the age of a .capx should not affect anything. If you can provide any more information to narrow down the cause of the issue that would be very useful. In particular identifying the specific version of C2 where the problem started is always useful.

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    SamRock - the engine now works around the issue in the original post, if you're on the latest stable or beta release of C2 then it should basically work exactly the same as it used to, but unmuting on the first touchend instead of touchstart.

  • Ashley

    As I said upthread, I was hoping to get feedback on what potential issues could be causing it so I could fully test/tweak as much as possible before reporting it as a bug .

    When talking about performance, measurements are *everything*. Still, if you're looking for guesses, check the parts of Performance tips about tilemaps.

  • I just don't think it matters, which is why we don't specifically highlight it on our site, and I'm OK with that. We also don't mention the HTML5 export has a ~245kb overhead, which is a 1200% overhead if your game is 20kb, because it doesn't materially affect anything. Sure, someone could claim they want to run their game over a 56k modem and that overhead is too much, but for such a significant majority of users, it is of no practical importance, so it does not warrant a mention. Since virtually nobody else has ever complained about the NW.js file size overhead, I also believe it to be of no practical importance to the vast majority of users.

    Exporting to the web is a viable alternative with little overhead if your game is not for sale. If your game is for sale, e.g. on Steam, then customers in that market are accustomed to multi-gigabyte downloads so a 65mb download does not seem like a significant hurdle to commercial success. If the game is not directly for sale (e.g. a free hobby-made indie game), then web publishing seems to be a perfectly viable low-overhead alternative.

  • We could implement a Construct Classic-style limited ability to do some basic 3D transforms (e.g. Z height, mesh distortion) but that would require dropping support for the canvas2d renderer, which is about 10% of all devices in use today, while dropping support for non-WebGL browsers (IE9, IE10, old Android browsers). On top of that adding 3D features is a rabbit hole that leads to developing an entirely new product and taking the company in an entirely new direction, which is not something we're keen to do right now.

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Ashley

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