Ashley's Forum Posts

  • The reference distance is used to measure attenuation over distance. If the reference distance is 100, then it means the sound will be reduced by a factor of two (or different depending on the particular formula) at a distance of 200, a factor of four at 400, and so on. If you set it to 0, it means infinite attenuation happens after 1 pixel, so the audio engine probably won't do anything reasonable or sensible in that case.

  • I can't reproduce any issue on Chrome, Firefox or IE, they all look correct for me on Windows 8. It also looks like the type of glitch that is caused by a graphics card driver bug, which is still possible even if you have the latest drivers.

  • Radish - I cannot reproduce any issue. The collision mask is clearly not ignored in the place you describe. The 8-direction behavior does treat collisions slightly different for the two surfaces, but that's just due to the solid detection algorithms it uses, and doesn't mean collision masks aren't working.

  • Closing, this is the top row of pixels wrapping back down to the bottom. Add a row of transparent pixels to the top of the image.

  • dimakoles - Construct 2 does not use <div> elements, nor Flash, nor Java. It uses Javascript with a WebGL canvas renderer, which is pretty close to a native engine in features and performance.

  • Closing as not a bug: it's just because you use 'scale outer' fullscreen mode.

  • It's a bug (the popup says so). Report it to the bugs forum.

  • 'On start of layout' is 'On layout load complete'. Events can't run while it's busy loading, so such an event would be redundant, since the first thing that happens when it's ready is it triggers 'On start of layout'.

    It might be possible to mitigate the problem with asynchronous texture loading, but WebGL doesn't support it yet AFAIK, plus it might be fairly difficult to work in to the engine (currently all existing projects assume no events fire during loading, so we'd have to be careful not to break anything).

    There's the good old-fashioned workaround which people came up with in the Classic days: for one tick before changing layout, quickly bring up a loading screen. Then the previous layout is displaying "loading..." while the next layout loads up.

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  • PhoneGap uses whichever version you tell it to, last I checked. There's nothing for us to update.

  • It depends how you compile the game. Which platform are you using?

    When exporting, you get the export-time optimisations which don't happen in preview. It also removes a few debug checks at export-time which can slightly improve Javascript performance sometimes.

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  • See the Construct 2 releases list. Releases in the last year cover approximately r99 to r137. The difference is truly night and day. Since r99 the big things we've added include: publishing mobile apps, publishing desktop apps, Windows 8 support, WebGL shader effects, containers, Function object, 9-patch object, WebSockets, Turret behavior, Pathfinding, more form controls, Z Order bar, advanced audio effects and positioned sounds, full-state save & load, persistent layouts, continuous preview, theme support, syntax highlighting and autocomplete in expressions, line-of-sight behavior, Geolocation, bookmark support, Sprite Font plugin, Timer behavior, regex support, and tonnes more that are smaller but nice to have (usability improvements, editor options like grids, snapping, showing collision polygons, etc) - plus hundreds of bug fixes and changes.

  • Can't reproduce, collisions still look like they work properly with rotated sprites. I think you're just confused by the way the 8-direction behavior is handling collisions with these sprites. Construct 2 is used for hundreds of games, and if rotated collisions didn't work, I'm sure we'd have heard about it long ago.

  • I've made a change for the next build to make the sounds always rotate relative to the listener, but it's pretty difficult to make it take in to account parallax. Do you really need that?

    Your second example uses a reference distance of 0, which doesn't really make any sense and probably causes the problem. You shouldn't change the values unless you know what you're after.

  • andreyin - which version of Construct 2 are you using? We made some fixes to jump-thrus in r137, and I can't reproduce any of your issues in Chrome with it. Note the jumping on to the red block is due to random variations in dt, you simply shouldn't rely on blocks where the height is very close to the jump height.

    Closing this report now, make new threads for any issues you still get in r137.