Hmm... I think maybe a better way to look at this is the difference between editing images vs. graphics programming logic. Image editors tend to work on a 0-255 scale for legacy reasons, or on the assumption you're editing an 8-bit image. However all graphics programming is done with a normalized scale. So keeping to that principle, the editing features would use the standard 0-255 scale, but the event features would use a normalized scale.
Most graphics programming is done in a 0-1 scale, so I think it's still appropriate for the event system. Also given that other parts of Construct such as opacity have long been in a 0-100 scale already, using a 0-255 scale would create an inconsistency with the rgba expression (either color components on a different scale to alpha, or opacity on a different scale to everything else in Construct). So this way is aimed at making sure Construct is internally consistent.
See the blog or the r120 release notes.
See the r122 release notes for details about which projects now use the C3 runtime and how to change it.
If you close Construct then it cannot host remote preview, because you closed the whole app.
Most other parts of Construct already use 0-100, like the 'Set opacity' action.
Yes, it's peer-to-peer. You can just press preview again with remote preview still running to update the game at the same URL.
It's as fast as the Internet link between your devices - I'm afraid there's not much we can do about that!
0-255 is a legacy of 8-bit color values, which aren't as ubiquitous as they used to be - for example many Apple devices now ship with 10-bit displays, which would correspond to a 0-1023 range. Rather than use a range that depends on a particular bit depth that can change over time, it makes more sense to use a fixed range like 0-100, especially when dealing with event logic (e.g. if you have a 0-100 value you can use it directly, rather than having to multiply by 2.55). Also modern GPUs internally calculate everything with floats and the bit depth only applies to storage and display.
Make sure you've switched the project to the C3 runtime.
You can use the "Tween (two properties)" action and select "Size".
As mentioned it's a pure WebGL implementation, so the drawing is done on the GPU. It does not use canvas2d, so it does not need to perform expensive texture uploads when the canvas changes.
Simply select an object in its new "Object" property.
Change the project runtime setting to the C3 runtime.
You don't need to do that any more. You need to change the runtime setting instead.
Member since 21 May, 2007
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