Ashley's Forum Posts

  • Oops, the 'Touch - zooming' example was broken - fixed for next build. I can't find any problem with the panning or rotating examples though, they both work fine on Chrome for Android and iOS Safari for me.

  • Closing - please report the issue to Ludei since it's a CocoonJS problem. Alternatively insert the CocoonJS plugin and switch the physics engine to standard - the default is the accelerated engine.

  • Closing - this is a node-webkit bug already filed here: https://github.com/rogerwang/node-webkit/issues/470

    Please comment on/try to get attention of the node-webkit developers on that issue to see it fixed.

  • Closing as not a bug. As the description of the action says, spaces are used to separate arguments. If you need to run a path with spaces in it, wrap it in double-quotes (as if you were running it on a command-line - since in fact it works by running a command-line statement).

    Since expressions already use double-quotes to mark strings, to make a string containing a double quote you need to use two double quotes next to each other. For example: """C:\Program Files\File.exe""". Or in your case: """" & NodeWebkit.AppFolder & "/dxwebsetup.exe""". I've underlined the double-quotes that end up returning a single character - it's a little tricky, but it should work once you get the hang of it. I've updated the action description to include this tip.

  • Closing as not a bug, just a mistake in your events.

    'On touched button' picks all three instances if you touch where they all overlap - it doesn't care which layers are visible. Then you have a system 'Layer Button.LayerName is visible' condition, which since is a system condition only checks one instance (Button.LayerName can only return one value even through three instances are picked, so it just returns the first). Solution: add 'For each button' just below 'On touched button' so you forcibly check every instance.

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  • Closing as won't fix. Computers do not have infinite precision. Double precision floats (which the engine uses for position values - in fact, what Javascript uses for all number values) only give you about 15 significant digits of precision; summing floating point values introduces further error which accumulates with the square of the number of additions (this is increasing exponentially every tick), and therefore probably loses you a few extra digits of precision after a few moments. Therefore moving the player tens of millions of pixels away and then trying to move them slowly uses up just about all the precision you've got, and the errors become noticable. This is not a C2 bug and will happen with any framework or technology at all that makes use of floating point numbers. There does not appear to be any reason for you to use such large values, especially when the actual motion in the game appears to be slow... so you need to redesign your games to use values in a much more reasonable range.

  • Send an email to supportcte@scirra.com and we will help you out.

  • Sprites don't have an overall scale. If it's twice as wide but half as tall, what's its scale? 0.5, 1 or 2? None of the answers are really correct.

  • You seem a little confused, since families aren't special in any way with regards to 'for each'. They work exactly the same as everything else.

    It's conditions themselves that have a built-in for-each. See How Events Work. Lots of people make the mistake of using for-each where it is not necessary, since conditions usually check every instance anyway - try not to fall in to that trap.

  • We can't do anything about this without steps to reproduce. Also this does not appear to be a common report so it suggests it could be a problem with your system. Are your graphics card drivers up to date? Have you set up any backup locations and are they all responding?

  • You don't have to click the pop-out every time. If you press Debug again from within C2, it should refresh the game and the pop-out window should keep working still. Works great on multi-monitor setups.

  • This change in r141 is to blame:

    CHANGE] The way the engine does case-insensitive string comparisons (which it does in many places) has been altered to try to create less garbage. Watch out for any issues that this might introduce.

    It turns out the function we used performs truly appallingly in Chrome. I had no idea it could possibly this slow, but it is. Anyway, I've reverted it and it runs fine now. No other browsers should be affected even in r141; note your bug report is missing a report for other browsers - you should always include this information since it can help us track down the problem more quickly.

  • Closing, please follow the bug report guidelines. For example you should definitely say which mobile browser you are using, and which others you've tried.

  • Knowing Javascript will never be required, but if you do know it, it's useful since you can make your own plugins and behaviors with the Javascript SDK.

  • You should be able to make any kind of 2D game with Construct 2. Why not download the free edition and try out some of the examples?