Ashley's Forum Posts

  • The main reason is we have to change the rendering logic to deduplicate mirrored/flipped versions of frames, which makes it a little more complicated than just sharing an image between multiple objects (it has to become a reference to an image, plus a transformation to apply to it). The transformation has to work in both renderers (and I'm not sure off the top of my head if canvas2D can do that straightforwardly). We could add other transformation checks like simple rotations, but that adds further complication. Usually most features are a trade-off to maximise both straightforward engineering (which isn't too time consuming) plus utility to end users. I think this is a case where we've achieved most of the utility with the minimum of complexity.

  • We have something in the works to allow more than the official plugins on the Scirra Arcade. So hopefully soon that won't be a reason to need a new official plugin.

    Providing third party developers write their plugins correctly, they should still work when minified.

  • Can't reproduce: in r135, preview in Chrome and export to node-webkit render like this:

    <img src="https://dl.dropboxusercontent.com/u/15217362/nodewebkitrendering.png" border="0" />

    To my eyes they are rendering identically. This is on Windows 8 64-bit with a nVidia GeForce GTX 660, GeForce driver 320.18. Can you demonstrate what you see with screenshots?

  • Closing, this is not a bug. The 'Resize to image size' option of 'Load image from URL' only affects the first instance, because the second instance has not been created yet; the 'On image URL loaded' only triggers for the first instance as well, because that's the only instance that you loaded a URL for. The second instance is created with the default properties, which is set to use a 256x256 size, and because all sprites share the same images, it uses the same image as the other sprite. Try using 'always set scale to 1' or 'on created: set scale to 1', because nothing you have done will affect the second instance.

  • Ah, the wall collision gets a bit confused when it's at the top of a slope. I've made a tweak and hopefully this will be fixed in the next build.

  • Thanks, good find. I think this should be fixed in the next build.

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  • The User Media object never worked on CocoonJS, because CocoonJS does not support the HTML5 standard for video capture. For a short time we had experimental support using the custom CocoonJS API, but it was buggy (rotated 90 degrees on Android) and didn't support any useful features like taking screenshots. Since it was broken and not useful in any way, we removed support for it.

    You're right that it shouldn't break the app just by being present though - that's fixed in the next build, but it still isn't supported.

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  • If the third party plugin or behavior adequately covers the feature, why does there need to be an official version?

  • They're stored on the local hard drive (or SD card on mobile) by the browser. We don't support deleting savegames yet.

  • Closing, please follow the bug report guidelines and include a minimal .capx reproducing the problem.

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  • Closing, please follow the bug report guidelines.

    We fixed a bug with blurry downscaled graphics in WebGL mode in r133. Have you tried r135? (The bug report template does ask which version you were using...)

  • Oops - the change so that 'alt' stops snapping in the layout view accidentally assumes that a layout view is always visible. It shouldn't crash if you have a layout open, but it does crash if one isn't open. It's fixed in the next build.

    I don't think we'll issue a quick fix for this. Builds can be pretty time consuming sometimes, and problems are to be expected in beta releases. If it's a big deal for you, roll back to r134 for the time being (or try to remember not to press alt :P)