Ashley's Forum Posts

  • The Platform behavior is not designed to be used with animated sprites (as described in how to make a platform game). If you swap animation frame to one with a wider collision mask by a wall, you've effectively teleported the object inside a solid. This should never happen, and it activates "get me out of here" mode in the Platform behavior, which basically teleports you to the nearest free space. Workaround: don't animate the platform object, and pin an animated object on top. Closing as won't fix.

  • If you have lots of instances, an expression can only return one value, so it has to pick one of your instances and return the x/y value for that. If you pick an instance in a condition, in that event the expressions will return the value for the first picked instance. If no instances are picked, the engine uses the first instance, which is probably the one outside your layout.

  • With sprite objects that are not doing anything, Construct 2 is approximately as fast as a native engine. So you are either hitting the limit of your hardware, or these sprites are actually doing something (perhaps collision testing?).

    Are all those objects on-screen? If so, that's a lot, but a desktop computer should be able to handle it no problem. If they're mostly offscreen it's definitely not rendering that's the problem, and again suggests it's the logic. If you share your .capx, I could take a look and comment further.

    Applying effects to lots of individual instances is pretty inefficient. It's way, way faster to apply a layer effect, and put all the objects on that layer, if it's possible to do it that way. For example if you can put all your shadows on a single layer with a blur effect, that should run pretty well.

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  • Closing, by design the Import Audio dialog won't covert .ogg to .m4a or .m4a to .ogg, that's all the text means.

  • Should be fixed in the next build (for both XDK and CocoonJS).

  • The only issue here is the yellow boxes slowly moving. This should be fixed in the next build. They will not act like the green boxes, because the green box has the Solid behavior and the yellow box does not. Also, the blue boxes are working correctly, because the blue box is not in Family1, and it has the solid behavior, therefore it only is tested in the event "bat is overlapping player". As the name suggests, "push out solid" checks only for objects with the Solid behavior.

  • Closing as not a bug; your XML file has syntax errors in it. For example the line: <?xml version=""1.0""

    Double-quotes are only necessary in the parameters dialog, not the dialog itself. The parameters dialog considers a single " to end the text, so the double "" is used to mean a single " inside the text and not the end of the text. The XML file itself should not use this.

  • Can't reproduce here, works just fine on Windows 8. Does it happen every time for you?

  • I can reproduce the problem, but it looks like a bug in iOS rather than Construct 2. The fact it works OK in Safari means all our code is probably correct, then for some reason iOS fails to play audio when running from the home screen. I'd recommend reporting this issue to Apple.

  • Can't reproduce, works fine for me in r134. Does the beta work for you? Precisely what are you doing, in exact detail, in step 1?

  • Should be fixed in next build.

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  • Should be fixed in the next build.

  • Please provide the error message. We usually cannot do anything about bug reports without all possible information. I would also add it's definitely worth checking your graphics card drivers are up to date.

  • Moved to website issues, looks like an Arcade problem.