Ashley's Recent Forum Activity

  • — - it should be the same as Chrome. Has the latest Chrome update had a corresponding framerate drop too?

  • As before, destroying objects in "onDestroy" is difficult to support, since it requires adapting to a recursive/iterative process that isn't guaranteed to terminate. I'd suggest instead adding objects to a "to be destroyed" list in "onDestroy", then after the call finishes destroy the objects in the list.

  • It can be done but you have to design your game very carefully to avoid per-instance work. If you have instances across that entire layout, then presumably you will be dealing with tens of thousands of object instances, and any work that your events or the engine has to do for each of them will end up being slow - unless you limit the scope of the game to the currently active area. There's more information on designing scalable layouts in the blog post how render cells work.

    TBH it would probably be easier to just split up that size layout in to say 16000x16000 sections and jump between the layouts when you get to the edge.

  • It's still entirely the quality of your connection to the host. If you're connecting to some random person who's also in the example, then it also depends on the quality of their connection. Set up your own room to give it a fair test. Otherwise if you are just connecting two random machines on the Internet, it's a lottery whether you get a good result or not. None of this is really anything to do with the C2 multiplayer plugin, it's just how the Internet works.

  • If nothing is moving at all, the runtime actually skips drawing the screen. So 60 FPS standing still is probably because it's doing no work at all, and it only really starts rendering work as you move. So in this case the 60 FPS measurement is a red herring and the real framerate is 30 FPS as you move.

  • I've heard good things about Opus (pun intended?) and it seems the most likely candidate for the one format that plays everywhere somewhere in the distant future, so I hope we can move to it eventually... but right now adding a third format in to the mix doesn't add much!

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  • This was a problem with the build of the NW.js for Construct 2 package, and it should now be corrected. The 0.12.0 installer from https://www.scirra.com/nwjs now dated 9th March should work correctly, so try downloading it again and reinstalling and it should work. Note I only updated it just before this post, so at the time of your previous reply you would not have got this updated version yet. Let me know if it works.

  • The IAP plugin does not support consumables at this time, so this is more a feature request than a bug report.

    The prices will only display after a successful request of the store listing. In order to review a bug like that we would need a .capx as per the bug report guidelines, but IAP bugs are tricky to diagnose, since it also depends on how you have configured the store and we can't easily match that.

  • Closing as not a bug, sounds like you just needed to publish both the ARM and x86 builds.

  • Top-level variables are always global. Variables in sub-events are always local. Since your .capx only has top-level events and no sub-events, you can only add global variables. Add a sub-event and right-click in the sub-event margin and there's the option to add a local variable. Closing as not a bug.

  • Thanks, should be fixed in the next beta.

  • Closing as fixed by Mozilla.

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Ashley

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