Ashley's Forum Posts

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  • I am not sure how to follow your steps to reproduce. Please clarify them indicating precisely what you are doing, and how you are doing it.

  • This works for me. I can copy-paste a Sprite from one instance of Construct 2 to another. (It also works if you open two projects in one instance of Construct 2.) What is it you're trying exactly?

  • It's not supported. You could try faking it by rotating every object on the layer around a point instead of rotating the layer itself.

  • Optimisation: don't waste your time. For this type of question, you are probably only changing how much time the CPU is waiting for the GPU to finish rendering by miniscule amounts, which will have no effect on the actual framerate.

    FWIW, events inside disabled groups are skipped. Each group is checked if it's active, but that's such a small amount of work it should be considered zero work. You really should focus on the things in the 'performance tips' manual entry instead.

  • Please don't double post, and you need to make sure you explain clearly and in lots of detail what you are asking in order for anyone to be able to help you.

  • Hmm, I'd not noticed this before! The difference seems to be fairly small though. It must be a quirk of the Box2D engine.

    I suppose when an object is movable, some of the impact speed is transmitted in to the reaction of the movable object. If it's immovable I'd have expected it to bounce higher, because none of the energy is lost in the object it collided with. However it seems the opposite is the case, which is a little odd.

  • You shouldn't need a third party plugin, the stock 'Taking screenshots' example shows how to do this.

  • Share a .capx and describe the problem in more detail if you need help.

  • The tutorial [/url=http://www.scirra.com/tutorials/67/delta-time-and-framerate-independence]delta-time and framerate independence covers pausing.

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  • The correct action to use in this case is 'forward', since you've already gone back. But there shouldn't be a JS error, that should be fixed in the next build. It also looks like at least Chrome has deprecated and removed the automatic forward/back navigation features, so maybe we should just remove them...

  • Closing, I don't think this is a C2 bug. Our old native engine sometimes dropped frames in windowed mode, because to v-sync 100% accurately means synchronising every 16ms to <1ms accuracy, and often OS tasks or other software steal just a little bit too much CPU time and it misses the sync. The visual appearance is one frame being displayed twice as long as it ought to (32ms instead of 16ms) every couple of seconds, which if you are watching with hawk eyes is just about noticeable as a "hiccup" or "jank". In real games like Space Blaster though, usually it's virtually impossible to notice, since the motion is slower and the contrast is lower. There's not much to be done other than boost the process priority. Going in to fullscreen (F11) might actually help, since the browser might boost its own priority when fullscreen, as well as closing all other running apps.

  • All you need to do is add the CocoonJS object to the project and use that. Everything else is taken care of. You do not need to use any javascript directly.