Ashley's Recent Forum Activity

  • iOS 8 brought radically improved performance for HTML5 games on iOS. It should be far better, especially if you use the newer WKWebView.

  • I don't think I can give you any useful advice. The Audio plugin has thousands of lines of code, and it is all written on the assumption audio objects are never disposed, because that is not a feature of HTML5. I can't anticipate the consequences even if your code appears to work in simple cases - there may be strange bugs in some cases, I just couldn't tell you, because you're making unsupported changes directly to the engine.

  • I didn't write that article, I wrote this one: https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    I strongly recommend exporting to any platform that uses a real browser engine. Canvas+ is not a real browser engine and is missing support for some features like letterbox mode.

  • It's all described in my blog post on collision cell optimisation. In theory it could still use collision cells if all layers have the same parallax, but in practice due to the way it's implemented it only uses collision cells on layers with no parallax (100%, 100%), and further, all instances of the object type must all be on layers with no parallax. A single instance on a parallaxed layer causes it to disable the entire optimisation for that object type, since it can no longer guarantee that collision cells line up.

    Besides, putting all layers to 50% parallax is pointless: just scroll half as fast with 100% parallax.

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  • I think this is a tricky issue because as much as people's intentions may be positive, religion is one of those contentious issues that on the Internet easily ends up in flamewars. We are very cautious in the types of posts we allow on the subject. It is very, very difficult to draw any specific lines on what is and is not acceptable. We fully intend to be welcoming and tolerant of people from all cultures and beliefs, and we would only remove posts for the practical purposes of ensuring the forum is a friendly, welcoming and generally neutral place for all. We use our best judgement for this but it's hard to have a perfect attitude to this.

  • We do not officially support Canvas+ - I recommend you use any platform that uses a real browser engine. In particular you will get support for the Web Audio API which is a far better audio engine for games.

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    Closing this thread since it is becoming personal and off-topic. Nobody is getting banned. You are always welcome to use another tool if you really believe that Construct 2 is not adequate for your purposes. Posts by moderators do not necessarily reflect my personal opinion, but I will side with them anyway. Please note we reserve the right to make arbitrary moderation decisions on the forum, and usage of the forum is a privilege, not a right.

  • If the loader layout is not working as intended please file a bug report following all the guidelines.

    Note that the loader layout must itself first be loaded, and the normal C2 loader is shown while that is loading. If you have a great deal of your game's content on the loader layout, then you will end up loading most of the game with the default C2 loader before the loader layout shows.

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    We go to great lengths to avoid outright breaking people's games. We carefully note any breaking changes we make in the release notes, and try to make as few of them as possible.

    The immediate reason Local Storage exists is to support the Chrome Web Store. Google removed support for WebStorage in Chrome Web Store apps, so C2 users had no way to store data there unless we started using a newer and incompatible API. There are several other benefits though, including improved performance and higher storage capacity, outlined in the r202 release notes (where it was first released). There is another reason the change was made: the underlying API the WebStorage plugin uses is widely criticised by web developers for being limited and synchronous (i.e. it will freeze the entire page/game while it works, which makes things incredibly janky if the storage device is slow). Browser makers also don't like it for similar reasons, and is why I think it was removed from the CWS. It's basically seen as a mistake which needs to be replaced by something else and then removed. It is definitely better to move off it while it's still supported. This means nothing is immediately broken, and people have plenty of time to update or decide to stick with WebStorage for the time being. A few years in future it may eventually be removed, and the damage would be significantly reduced by the fact we moved to LocalStorage a few years in advance. On the other hand we could have left WebStorage there, and when it eventually got removed it forces everyone's hand: your game is currently broken, until you move to a new feature, and then there's a big panic and hurry and probably long complaints on the forum about how people's games randomly break. So while the transition to LocalStorage is a little tricky for some since it works slightly differently, I think it's definitely worth doing sooner rather than later. Deprecating WebStorage is a means of discouraging use of it, particularly for new users, and helping them avoid getting caught out by future removal.

    tl;dr - we really try to avoid breaking changes, and when we do, it's usually for a good reason, and done to minimise the overall damage in the long term.

  • As far as I am aware Multiplayer is stable - people getting disconnected is probably due to network connectivity issues over the Internet itself, which would affect any technology you use to connect.

    WebSocket is also limited to TCP transport which can make it perform poorly over unreliable connections.

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  • I have to point out, running an unsigned compiled Windows executable is an incredibly risky thing for anybody to do. I think it's possible for WebRTC to determine the local IP, perhaps there should be a C2 feature for this.

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Ashley

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