Ashley's Forum Posts

  • This should be fixed in the next build. Note if the color picker layout is already messed up, you'll still need to hit Reset Dialogs. But from the next build hopefully it won't happen again.

  • Sorry for the delay in investigating this. It should be fixed for the next build. The problem is setting the filter frequency parameter - it breaks the next 'save' action. The only way to work around this is to not set the parameter or not save or load, but hopefully we'll have a beta update out soon with the fix.

  • I don't think we can do anything about this - it's just how the Box2D engine resolves the physics, rather than a bug in Construct 2. Perhaps if you just hide the display for a second or two for the initial wobble to end, then the player will never see any bouncing.

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  • I have been able to reproduce this on an iPhone 4S running iOS 7 only. We don't have an iPhone 5 to test on right now, but I believe it's the same issue. I was unable to reproduce on iPad, nor on the iPhone with iOS 6, or on any Android device at all. So it appears limited to iPhones with iOS 7 only.

    As far as I can tell this is not a Construct 2 bug. It is simply the unfortunate way that Safari on iOS 7 works. When on the iPad the UI bars are locked in-place and never come and go. However on the iPhone Safari iOS7 implements a fullscreen-when-in-landscape mode, unless the user touches near the top or bottom of the screen, in which case it brings the UI bars back. Worse, the UI bars float over the game content area. So Safari is telling the game that the available size of the window is an area including that which the toolbar covers. Therefore the game is taking the correct size that it is being told to, but Safari then covers up part of the game with its own UI, creating the "cut off" appearance.

    We are not aware of any technical means by which we can work around this. We understand it is also affecting many other developers and publishers using other HTML5 engines (see: http://www.mobilexweb.com/blog/safari-ios7-html5-problems-apis-review, http://www.html5gamedevs.com/topic/1436-ios7-is-going-to-break-your-games/). However there is one workaround the user can do: rotating the device to portrait then back to landscape restores the fullscreen view, without cutting off any of the game with toolbars. However as soon as the user touches near the top or bottom again, the toolbars come back and the same problem occurs.

    A way to make the problem less likely to occur is to move all buttons and controls closer to the middle of the screen. Some of your buttons, such as the "Continue" button on the Storyline layout, sit mostly within the bottom area where a touch brings back the toolbars. If it were moved closer to the middle of the screen, touching it would probably not bring the toolbars back; unfortunately, if the user even accidentally touches near the top or bottom, or the gameplay requires it, the toolbars come back again and the user must go portrait then landscape to remove them again.

    Since we are not aware of a good way to work around this from our engine, all we can recommend is that you and all your affected sponsors and publishers petition Apple to fix the problem. If they implemented the Fullscreen API, which Construct 2 has supported for a long time, the problem would almost certainly be resolved. This would allow you to explicitly switch in to fullscreen using the Browser object's 'Request fullscreen' action, which is supported in Chrome for Android and a few other platforms. This allows fullscreen (and in some cases, orientation-locked) display without ever showing any toolbars, unless the user performs a specific gesture (e.g. swipe down from top in Chrome for Android). So perhaps implement fullscreen support this way, testing on Chrome for Android, and petition Apple to add fullscreen API support. If they do and your game already supports it then it will be fixed as soon as Apple adds support.

  • Text Script:

    A much-discussed idea that amounts to making an entirely different product, IMO. We don't have any plans to implement this.

    b]//Commenting out code

    You can already disable events, actions and conditions, which does exactly this.

    b]Arrays and Dictionaries:

    Is there a possibility for an in-editor method for setting the initial state of Array's and Dictionary objects

    It's already on the todo list, but no ETA I'm afraid. You can work around it by developing your own visual editors in C2, but that can be a fair amount of work (but on the other hand you get a tool specific to your game, which can be more useful than a general-purpose editor).

    b]Tool Tips for menu script objects:

    Not sure what you're referring to here - I can't think off the top of my head anywhere C2 shows only an icon without also showing the name of the object to help differentiate it. Where does this happen? In some cases you can collapse part of the UI to hide the name, in which case simply expanding it will show the object names again.

    b]Effect all instances of object:

    Use the 'Pick all' condition

    i]Unrelated to C2's interface: I know that these have been asked for already at some point in the past, I'm just chiming in with a +1 for support for tile sets

    Tile sets are in the works, but we don't have any plans to support vector graphics at this time.

  • Please don't submit bug reports using third party plugins. The provided .capx uses 'CSS import'.

  • Closing as not a bug.

  • Can't you already do this by applying the effect to the instances themselves then enabling/disabling the effect?

  • Both your images are private, nobody else can view them.

    If you look at the LOS example that ships with C2 you can see how the cone works. There are lots of objects and only those within a certain angle of the direction the player is facing in get lit up.

  • Closing, please follow the bug report guidelines. Note you need your server MIME types configured correctly or in some cases sound will not work. There is more information on this in the manual or at https://www.scirra.com/tutorials/655/tips-on-publishing-html5-games-to-the-web

  • kenhes - yes, just remove the ".Preview" on the end. r147 currently only supports the RC, we'll support RTM in the next build.

  • Please follow the bug report guidelines and make sure your .capx file does not include any third party plugins. It currently uses 'InstanceBank'.

    Note that you cannot run exported projects until you upload them. If you are running the exported project from disk, that error message is to be expected. Please remember to include thorough steps which include exactly how you run the game and where you've uploaded it (if you have).

  • We need reliable steps to reproduce otherwise there is not much we can do to help. It is also strange that you marked IE affected, since it does not support the Web Audio API and the source code you referenced is only run when the Web Audio API is supported. Are you sure IE is affected?

  • Can't reproduce, works here. Can you reproduce on any other computers?

    Please also follow the bug report guidelines and include your OS and C2 version.

  • This is more likely a mistake in your events than a bug. Are you absolutely sure your events are correct?