Ashley's Forum Posts

  • Closing as by design. We use a radial deadzone instead of an axial deadzone. So when the Y axis leaves the deadzone, you get the raw X axis value. So the returned values might be say -50 on the Y axis, and 0.001 on the X axis. This means the event is true, and it is working correctly. Use your own deadzone values (e.g. X < -25, X > 25) to work around this.

  • Should be fixed in r144.2.

  • There are some quirks and issues with HTML5 at the moment, but it's really on a fantastic trajectory.

    When we first released C2, only desktop Chrome and desktop Firefox supported 2D canvas (no WebGL yet) with software rendering only, so you'd be lucky to get 30 FPS even on a high-end gaming machine. No mobile devices could even start up the games, and the latest version of IE was IE8 which didn't know what the <canvas> tag was.

    Within 2 years, it's a substantially different picture. All desktop browsers have at least good support, and many mobile devices have good support (especially Chrome and Firefox on Android). Hardware acceleration is pretty much a given (last hold-out is the Android stock browser, which is well on the way to being replaced by Chrome for Android as the default).

    I expect the next 2 years to bring the same level of improvement. IE 11 will support WebGL. Firefox will soon enable their Web Audio API implementation (which fixes the looping issue). WebGL support has doubled in the past year and according to Mozilla's stats is now supported on about two-thirds of all machines (including Windows XP, but up-to-date drivers are harder to come by on XP). The next version of Chrome for Android will support WebGL and it already supports the Web Audio API. And that's just the next couple of months.

    I know people need to work on projects now, and these are real issues. But things are fast improving, and hopefully any long-term projects will see the issues solved before they go to launch.

  • They used to make jQuery and DOM calls every tick even if they weren't moving or changing. I was surprised how much CPU this consumed in some browsers, I thought it would be more efficient. Now a form control that isn't moving doesn't make any jQuery or DOM calls.

  • Does holding tab and clicking to cycle through the selection Z order do what you want? It's documented in keyboard shortcuts.

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  • ome6a1717 - folder projects save faster than .capx projects, since only changed files are re-saved. In a .capx, changed files are re-saved then the entire project is re-compressed in to a .capx, which is not necessary with a folder project.

    fishbottle - you would need to overwrite both the .m4a and .ogg. So I guess you'd need a separate encoder for that actually. It should work fine with graphics.

  • Oops. I think this was just a typo while doing some work on the debugger breakpoints. Try extracting the eveng.js file in this zip over the existing one at <install>\exporters\html5\, restarting C2 and seeing if it's fixed:

    https://dl.dropboxusercontent.com/u/15217362/r144fix.zip

    I probably won't be able to release an update until Monday, but until then hopefully this will sort it out. If not it's probably something deeper and I'll have to look more carefully.

    If the project doesn't work after export, that sounds like a separate issue, I think you should post a separate report for that along with any javascript errors that occur in the console, and test with and without minification.

  • Could you try this potential fix? Extract the contained eveng.js over the existing one in <install>\exporters\html5\:

    https://dl.dropboxusercontent.com/u/15217362/r144fix.zip

    Restart C2 and see if it's fixed.

  • Thanks all! Shame about breaking r144 on my birthday, ha. Hopefully I'll have that fixed by Monday...

  • Can you reproduce the issue in a minimal .capx and post it here?

  • Construct 2 converts everything you import to a project to PNG-32. It only recompresses them to JPEG or PNG-8 on export. Therefore compressing images before you import them in to Construct 2 will at best do nothing, and at worst degrade the quality of the image.

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  • Closing as not a bug. Your events are wrong: they say to always shoot regardless of which gamepad's button was pressed.

  • Closing as by design. The platform behavior has to have small ranges of tolerances to work correctly. This means occasionally it will "snap" over a small distance, but if we turn it off or even reduce it much, we get other bug reports about other edge cases where the player falls to their death, which is a much more serious problem so we'd rather leave it like this.

  • Thanks, should be fixed in next build.