Ashley's Forum Posts

  • What makes you think it's a cache issue? Are there any errors in the console (ctrl+shift+j) when it doesn't work?

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  • For easy description let's say the window size is 500x500 and you run in a browser window sized to 1000x1000. Low quality mode is simple enough: it renders at 500x500 then stretches the final result up to 1000x1000. If you add a sprite with a 128x128 image and scale it down to 64x64 in the layout, it will have lost detail, since it rendered at 64x64 to the unscaled canvas (at 500x500), which loses some of the image quality, then just stretches the result up.

    High quality mode (i.e. what it's always done before r153) renders directly at the larger size (1000x1000). Since the view is now twice as big, if you draw the downscaled 64x64 sprite, it actually appears on the screen twice as big (at 128x128 again). Since it's rendering directly using the full resolution available, this means all the pixels of the original 128x128 sprite image appear with full detail. In other words, if you scale objects down in the layout then scale the view back up with a fullscreen mode, you get the detail back. In low-quality mode you lose the detail. Some types of games use a lot of downscaled sprites, so this can make a big difference to the visual appearance.

  • If you don't check for a collision using a behavior or events, then it never checks for a collision with that object - the collision mask is just ignored. So it will have no effect if you enable/disable its collisions, try to reset the collision mask, or anything else. Just ignore it!

  • Look in the r153 release notes - it's a deliberate change and is noted there. The 'set group activated' action would affect groups by name, so if you had two groups with the same name it would change the state for both of them. This led to some confusion or difficult issues for some users. Group names already had to be unique per sheet, but using groups with the same name across different sheets could lead to these confusing issues. So now C2 enforces unique names across the entire project, which TBH is what it should have done from the start since it treats the name as its unique identifier. There is a bit of an awkward transition: existing projects using groups with the same name on different sheets still load the same, so they don't get broken, but when working in events now you can't create duplicate group names, and that in the long-term should avoid the group activation gotcha, which is a good thing.

    BTW if you're copying the same events to multiple event sheets, you absolutely should not do that! Use an event sheet include instead, then you don't have to copy them at all.

  • Best ask Ludei. They still don't seem to have published any information about pricing on their site.

  • It's not possible - Chromium isn't modular like that.

  • Check for a graphics card driver update.

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  • Nobody else is reporting this as far as I'm aware, and I'm sure we would hear about it if there was a problem with C2. So this suggests there's a problem with just your system. What version of Windows are you using? Is it fully up to date?

  • What format is the wav file? Is it a 16-bit PCM WAV in mono or stereo?

  • The layout scrolling bounds still apply when you use a scaling fullscreen mode. You might want to enable 'unbounded scrolling' in layout properties so it has the freedom to center the layout even when scaling it down to smaller than the viewport size.

  • The setting doesn't affect crop mode, because crop mode doesn't scale anything. Perhaps you could try using scale inner or scale outer instead.

  • Do you get any particular error message? What exactly happens?

  • Well, you can use either. CocoonJS physics can be a little bit faster, but also has some bugs which might make you want to switch to asm.js. It also means you can just leave it on the same setting for publishing to both Android and iOS.

  • Glad to hear the performance is better!