Ashley's Recent Forum Activity

  • It looks like the right code. It's hard to say any more than that from just this information.

  • Most modern browsers now treat localhost specifically as a secure host, even on HTTP, so you don't need SSL for localhost testing any more.

    Fetching data from preview to localhost counts as a cross-domain request - see the section in the AJAX manual entry for more details.

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  • Blurs (and related effects like glows) are extremely performance intensive effects, because for every pixel, it has to sample a whole patch of other pixels and combine them. Sampling multiple pixels per pixel rapidly multiplies the memory bandwidth requirement. It's so intensive that a large-radius blur could end up lagging even on reasonably high-end desktop graphics cards.

    The best way to deal with that is to downscale the image to a low-quality version, process the blur on a small image, then stretch that back up for display. (Typically downscaling alone will cause some blurring, but in the case of a blur effect, that's what you want and so it works out well with big performance savings.) However Construct's effect compositor is exceptionally complicated, and we don't currently have support for doing downscaling like that, so for the time being we're stuck with hard-coded blur radius which can't be increased efficiently. I think the effect compositor will be rewritten at some point in order to support WebGPU, at which point we'll look in to other upgrades like downscaling blurs.

    So in the mean time, the option with by far the best performance will be to just pre-render what you want in to a Sprite and add it as a child with an offset (or a 9-patch for rectangular things as in AllanR's project). If you don't need a blur, you could also use a cloned sprite with a black color filter and opacity, which is still efficient since the color filter and opacity effects don't go through the effect compositor.

  • We're a small team with limited resources, and covering script interfaces for all addons would be a great deal of work. Further I'm not sure it makes sense in all cases - for example, perhaps you could just use setInterval() instead of the Timer behavior; the scene graph feature largely supersedes Pin; Rotate is trivial; etc. So my question is: which do you really need?

  • This should already be fixed in the latest beta.

  • This sounds completely unrelated to the issue with JavaScript Modules.

    If you have an issue with exporting a project which doesn't use any third-party addons, please file an issue following all the guidelines in the normal way. All official features already support JavaScript Modules, so this change should have no impact on your usage at all.

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    It looks like you also sent the same support request and project to our support email. I will follow up with you by email instead.

  • Isn't OBS screen recording software? It's not clear to me that you are actually talking about a Construct addon, but even if you are, the fix is maybe one or two lines of code. It should take 5 minutes for the addon developer. So long as you can get someone to spend half an hour or so to fix it and publish an update, it's all sorted.

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    It looks like it's saying a layout is missing from the project, but it's hard to say any more without either the project file or steps to follow to reproduce the problem.

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    Press F12 and check the browser console for a more detailed error message.

  • "Mirror" just means negative width, and "Flip" just means negative height. So mirroring is just setting the width to -width. I think we added mirror/flip to Sprite as convenience actions, since it's common to use mirroring for platformers, but you can do it with any resizable object if you just set a negative size.

  • I'm afraid it's impossible to tell what the problem is from a post like this. This is why we have an issue tracker with guidelines about what information to provide - we need that information to identify what is happening, and fix the problem.

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Ashley

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