Ashley's Recent Forum Activity

  • You're right, it is slow. I've fixed it to use the faster workaround for the next beta. (I was going by ramones's .capx, it is always a good idea to provide your own .capx if you think something is slow to prove your point.)

  • We get an enormous volume of feature requests, and the best way for us to prioritise them is to understand why they are necessary. If someone says something like "please add a feature to make it look like objects are being juggled by a clown!" without providing any explanation why that's important. Then I have to weigh that up with say 100 other feature requests, and I just wonder "what's so great about making objects look like they are being juggled by a clown?" It doesn't sound essential and there was no justification, so I'll probably do something else first.

    I can't go and make a game that needs all 100 feature requests to see for myself, because there are so many requests, and they span genres, development styles, markets, platforms, environments and so on, I've got no chance. So I listen to what people say, but only if they describe why. If you look through this thread it's only people saying "please add it", and the only justification involved CPU usage which doesn't make any sense and wasn't backed up with a .capx demonstrating it.

    So if you want to turn an erase mask effect off, why wouldn't you just hide the layer instead?

  • What if the object was deleted, could the object in the event be replaced with something like "EmptyVoid".

    I don't think it's any better - that actually modifies a random bunch of your events, so you'd still have to go through and clean up a bunch of "EmptyVoid" expressions or just leave them cluttering up the project.

  • You still haven't provided a use case. I don't think there is any technical reason "Force own texture" should increase the CPU usage, only GPU usage. So I want to see a .capx proving this, otherwise we're adding a feature for the wrong reason, or no reason at all.

  • The first problem (pasting) is difficult because that control is handled by our UI library, and it's very difficult to change it. Hopefully it's not too much of a problem.

    The second issue (removing events when things they refer to are deleted) is by design. It is a very difficult problem to leave a condition or action that refers to something that has been deleted. Consider if in your example you did this:

    • delete the 'sound' variable
    • save the project, close and reopen it
    • now the editor has an action with an expression referring to "Sound", but it has no idea what it is
    • then you create a new object type called "Sound" - say, a Sprite or something unrelated to what it used to be
    • the name of an object by itself is a syntax error, e.g. you can't just have the name "Sprite" as an expression. So now the action no longer refers to anything deleted, but is still invalid.

    Another example would be to delete a number variable used in a number parameter, recreate it as a string variable, and then you have an invalid parameter because it's the wrong type. Currently the editor stops this by preventing you changing the type of variables that have any references in events, but deleting and recreating would work around this.

    This is one of those ideas which is far more complicated than you probably imagine it to be. It creates an opportunity to create "valid" conditions and actions (ones that do not refer to anything deleted) which contain a syntax error. This is inconsistent with the rest of the editor, since you are not allowed to create a condition or action if any of its parameters are invalid. IMO this is a major advantage of the event system, since you know everything you're looking at is valid, and you avoid running in to syntax error/invalid code type problems that you get with traditional programming languages. So allowing a loophole to create invalid events seems like it would just make things worse.

    IMO a better solution is to provide tools for reviewing the project, so you can find all references to an object or variable, and view a list of everywhere it's used. Perhaps this list could be shown before deleting anything with a message like "Note that deleting this object/variable will also remove the following places where it is used". Then you also have the opportunity to go and update all those locations, and safely delete the object/variable afterwards without other things disappearing.

  • Alternatively if you don't need to publish to the Chrome Web Store, just keep using WebStorage. Local Storage is a good idea for the long term and you should use it for any new projects, but if it proves particularly difficult to change over then WebStorage probably isn't going to disappear any time in the foreseeable future. Also if you have already published a game, Local Storage can't read data previously saved by WebStorage, so that might be a dealbreaker.

  • We no longer officially support Ejecta, so this will not be investigated. Consider moving to Cordova.

  • Should be fixed in the next beta.

  • The platform behavior is very complicated. It supports things like running up and down slopes while the direction of gravity changes, and has had a lot of work done to avoid edge case bugs when doing things like reaching the top of a jump-thru when at exactly the peak of a jump. This is what behaviors are for: to solve these difficult problems for you, so you don't need to address them in events.

  • Construct 2 stores your project in temp while you're editing it, so if you have some software which tries to "helpfully" clean temp while you're using the files, it will erase your project.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yeah, accidentally used a new JS feature which Chrome supports but Firefox doesn't yet. It's already fixed for the next beta.

  • Looks like a duplicate of https://www.scirra.com/forum/viewtopic.php?f=151&t=129306. I'm pretty worried that AMD are going to put out a driver update that breaks C2. Let me see if I can get in touch with them.

Ashley's avatar

Ashley

Online Now
Early Adopter

Member since 21 May, 2007
Last online 27 Oct, 2026

Twitter
Ashley has 1,834,206 followers

Connect with Ashley

Trophy Case

  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • Forum Mega Brain Made 20,000 posts in the forums
  • x126
    Coach One of your tutorials has over 1,000 readers
  • x74
    Educator One of your tutorials has over 10,000 readers
  • x6
    Teacher One of your tutorials has over 100,000 readers
  • Sensei One of your tutorials has over 1,000,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x44
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

32/44
How to earn trophies

Blogs