Ashley's Recent Forum Activity

  • Unless you can actually measure a performance impact from 500 collision tests, which isn't many, then does the answer actually matter at all?

  • The server has an email queue which can take a few hours to work through, I guess it might take a while to clear...

  • Apologies for the inconveniences with the emails and spam. We have temporarily disabled new tutorial submissions until we can find a way to block the spam submissions. This should at least stop all the subscription emails going out. We are also implementing some measures to prevent the forum spam too, although we need to see how it works over the next few days to see how effective that is.

    Sorry for the trouble - this has been a tricky attack, with nearly every aspect of it changing over time making it harder to block.

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  • I can't reproduce by following your steps, so there is very little I can do to investigate this. Have you tried the latest beta r205 as well?

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  • webglstats won't give you data about the canvas2d renderer, which is still about 10% of systems and correlates with older hardware with lower limits that doesn't support WebGL, so I'd still stick to 2048 as the lower limit for the time being. To be honest, if you need 2048-sized images or larger, you are probably designing your game inefficiently and are likely to run in to severe memory usage problems - see remember not to waste your memory.

    As ever, NW.js (formerly node-webkit) is just a standalone version of Chrome, so you can pretty much think of it as identical to Chrome for all intents and purposes.

  • I'm sure some people actually need it the way it currently works, and they're not here on the bug report forum because it works. So I don't want to change or remove what is already there for starters.

    Secondly there are much more subtle hangs by trying to clean up created objects when the layout ends: object A could create B which creates C which creates D which creates A. Alternatively A could create B which is in a container with C and therefore creates that as well, and destroying C creates D which is in a container with E, which when destroyed will randomly create an A. Then your game randomly hangs when changing layout, instead of every time, which is even more annoying since it's that much harder to pin down.

    Also the engine is actually doing the same thing as the Destroy action when the layout ends or is restarted, so it is logical that it also fires 'On destroy' as well.

    The workaround is pretty simple too - if it comes to it just put all your 'On destroy' in a group and disable the group before restarting/changing layout.

  • Put them in a family and put the expression in a "pick random" event.

  • I don't know, it definitely did not do this previously and we haven't made any changes to the Cordova exporter lately, so it seems the most likely cause is a change in the PhoneGap build system and that thread seemed to make it sound like it was a known/recurring issue too. Not sure what can be done since it already doesn't ask for location permission!

    Does removing the Touch object prevent the prompt? I'm just wondering if it thinks the device orientation counts as location...

  • I think this is a bug in PhoneGap Build. The export from Construct 2 clearly specifies in config.xml:

    <preference name="permissions" value="none"/>

    However if you build the .ipa, rename to .zip, open and extract, the bundled config.xml file is a "hello world" style default which says nothing much about permissions, so I guess it might default to asking for location.

    According to this thread: http://community.phonegap.com/nitobi/topics/how-to-i-turn-off-geolocation-when-using-phonegap-build - it sounds like it's been a problem before:

    [quote:3oquyyrs]That's a good idea. My guess is, that PGB never built with your config.xml and took a default config instead. That has been reported several times before.

    I'd report this to the PhoneGap Build service, I don't think it's related to Construct 2 at all, our export is trying to say that it does not require any permissions. Geolocation calls are made strictly only from the Geolocation object, so if that is not in your project, the C2 engine is not making any location requests.

  • Thanks, should be fixed in the next build.

  • Closing as by design: restarting a layout first destroys everything on the layout, and naturally that creates anything you create in "On destroyed". What should happen if you create an object half way through destroying everything because the layout is ending is a question with no clear answer in IMO, and the C2 engine happens to leave them there for the next layout which I think is reasonable. If it went back and destroyed the newly created objects too, it could easily end up hanging, because it could get stuck in an infinite loop as the new objects are destroyed, which creates new objects, which are destroyed, which creates new objects...

    Workaround: set a "don't create objects" flag just before restarting the layout, and don't create anything if that flag is set.

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Ashley

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