Ashley's Forum Posts

  • Closing as just a normal rounding error which happens with floating point numbers in all computer systems. In some cases C2 will slightly round the number to prevent this display appearing, hence the discrepancy.

  • Ugh, these are just crazy Tizen issues more than they are Construct 2 issues. If they had half decent error messages it would be OK really.

    The screen sizes thing looks like it enables application filtering. I don't think you want to specify any sizes at all, since Construct 2 should support any size screen already. I'll add the <feature name="http://tizen.org/feature/screen.size.all"/> tag for the next build, and I'd recommend you use that one instead.

  • I've fixed this in the next build for HTML5 exports, but others like node-webkit are harder to fix since they depend on libraries we use that don't support network shares. Hopefully it's OK to just export those locally first...

  • sxespanky - just rename it to .capx.

  • Can you reproduce this with Firefox or IE? We ask for you to test on other browsers to help determine browser-specific issues. This type of error can sometimes happen if you have a badly written browser addon. Does temporarily disabling all addons fix it?

  • GeometriX - I think you can upload multiple files in to one tutorial. So if you have several very closely related .capx files, you can attach them all to the same submission.

  • The Tutorials section now has a new Capx examples category. This is intended for example files to be shared without having to write a long tutorial to accompany it. As with other tutorials, there are rankings, difficulty ratings, searchability and more. So this should make a useful new place to share examples and find others to learn from!

    Note the minimum word limit for tutorials still applies. A list of attachments with no descriptions is not very useful for anyone - so the tutorial body should just summarise what the attachment is and does, and a sentence or two on how it works and what it covers. This will make it much more useful for anyone looking for examples.

    It's starting off empty but if you've got anything to share go ahead and submit it!

    <font size="5">Visit the new Capx examples section</font>

  • We just opened a 'Capx examples' category in the tutorials section:

    https://www.scirra.com/tutorials/top/page-1?cat=639&lang=1&dmode=detailed

    You can attach a .capx to tutorials already, so this should make a good place to host your examples.

    Note the minimum word limit (100 words IIRC) still applies. We want to keep this because a bunch of .capx attachments with no descriptions are not really useful to anyone, so at least a short description of what the .capx is and does should be included. Hopefully this will be a place to share smaller examples!

  • Collaborating on projects should work well using SVN - see the how to collaborate on projects with SVN tutorial. SVN is one of my favourite pieces of technology and I think it does what it does extremely well. In fact, IMO it's almost unbeatable. So I really don't want to reinvent the wheel and try to duplicate anything it does in C2 itself. SVN is also an industry standard technology, so you're learning a useful tool that can be used in many other places in the industry. The same tool can be used to collaborate on documents, animations, Spriter projects, javascript code (e.g. using the SDK), and so on. If we built anything like that in to C2 itself, you wouldn't be able to use it elsewhere in that way. So I think it's actually better to leave the job to SVN.

    You can attach a .capx file to tutorials in the tutorial system, and I think that works better than having a forum: the presentation is better, it's categorised and more searchable, has ratings and rankings, translations, and more. So I think if you're looking for guides and examples, the tutorials section does that already. If you think it could be improved, we're happy to take suggestions - perhaps we could add an 'Examples' category dedicated for basically attaching .capx files?

    As the future plans blog post stated, the main reason it's not already in the works is it's a very complicated feature and will probably take some time as we rearchitect different parts of the engine. This also entails engineering risk: there could be significant delays while we work out problems with the rearchitecting, or if something goes wrong, we may need to backtrack. We have a few other projects on the go in the mean time which are hopefully going to produce great results with much less time investment/engineering risk. I think that is the best order to do things in; engineering risk is an important thing to take in to account, but I can imagine from the outside it might be easy to disregard. Anyway, we know modularity is important and we will get to it eventually, it's only a question of when. (I'd point out we've also run feature request polls in the past where other features have topped modularity in votes.)

    An asset store is something we've discussed internally before. There are some complications, particularly with legality/accounting when allowing effectively anyone to become a seller via us. I can also see quality assurance also being an issue (we should prevent anyone drawing some scribbles and trying to sell them for $10 - if we end up full of that type of thing it drags down the utility of the whole store). However if we did add modularity features, a place on Scirra.com to at least find pre-built modules is something we'd be very keen to add.

    Unity is a radically different tool to Construct 2. Just for starters, it's heavily coding based, and at the moment doesn't really do much in the way of HTML5. If you decide Unity is the appropriate tool for the job, then you must be after something significantly different, so go for it! Hopefully Construct 2 will still serve nicely when you have something you want to develop quickly, or web-based, or without coding, or using tilemaps, or whatever else - don't forget C2 has its own strong points too :)

  • PhoneGap is incredibly slow. It doesn't support hardware accelerated rendering. This is is what CocoonJS does: it supports hardware accelerated rendering so even older devices can run fast.

  • The correct answer is probably "1.2000000000000002" - computers have a limited precision so rounding errors are common. However in some circumstances C2 will slightly round values to try and hide these rounding errors. (In retrospect, I'm not sure if that's such a good idea...)

    Imagine doing one third times three with 8 digits of precision. That means you round one third to 0.33333333. Times three is 0.99999999. Lo and behold, one third times three is not 1. The same thing happens in binary with numbers like 0.1, which are actually have a recurring representation in binary.

  • Well it looks like you're creating a dictionary per player, in which case putting it in a container with the player itself makes sense. You shouldn't need to hard code the object to use if you make use of families or UIDs.

  • Since it works fine on Dropbox, this strongly suggests Construct 2 is exporting everything correctly and the dothome.kr host and CocoonJS incorrectly handle unicode. So the correct solution is for these other services to fix their bugs, not to change anything in Construct 2.

    You should report the unicode problems to Ludei and dothome.kr.

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  • A much easier way to use multiple dictionaries is to put a dictionary in a container with a sprite. Then each sprite gets its own dictionary.

    You can pass a reference to an object by passing its UID to a function, then picking it back with the 'Pick by UID' condition. In recent builds 'Pick by UID' should run in approximately constant time.