Ashley's Forum Posts

  • You can't use those properties with Construct 2, they're CSS properties which are difficult or impossible to apply to the canvas.

    Safari for Windows is no longer maintained by Apple, I wouldn't worry about supporting it. Safari on Mac or iOS should be much better with hardware-accelerated rendering and low CPU usage.

  • I think you're right, node-webkit's 32-bit linux build is for x86 not ARM.

    The best way to run games is probably to get an OS with a good browser running, then run the game through the browser.

  • jayderyu - the article you linked to made a good point about the unsuitability of axial deadzones, though. I've changed it to use a radial deadzone for the next build.

  • I guess you're right about curved/complicated geometry - it would be useful to have automatic pixel-perfect collision masks for that. But I'm still not convinced Javascript is capable of managing all the processing. Perhaps if we compiled the collision engine with asm.js, but then it's even more complicated... are you sure you can't work around it by assembling lots of polygon sprites together? Hopefully a well-coded engine will still manage OK with curves made from lots of small straight lines. I think most physics engines more or less treat that as a curve if the error is small enough.

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  • Joannesalfa - I didn't realise it was a breaking change - I'll changelog it for the next stable release.

  • Thanks for making a minimal .capx, it's much easier this way.

    I'm not sure why this worked in r126. Your events look wrong.

    The event "Blue: pick instance with UID BlueHP.Pin.PinnedUID" should never have worked, but I guess it depended on the implementation details of 'pick by UID' which we changed recently. Add 'for each BlueHP' above it and it works. Since I don't really want to change 'Pick by UID' back to how it used to work (it's much faster now) I think the best thing to do is change your project; hopefully just adding a few 'for each' conditions will fix it.

  • If you save it locally, does it work? I assume it would, since I've tested it before. Perhaps the problem is actually on the server.

  • arcgen - you need to right-click the file, select properties, and enable execute permission.

  • So, basically just use a radial deadzone?

  • The per-pixel collision checker in Classic was one of the toughest bits of coding I've ever worked on. I don't want to take it on without an extremely compelling use case. And I don't think there's a good one here. The Platform behavior already works very well with polygon collisions.

  • Joannesalfa - can you reduce the project further then? It's very, very difficult to debug projects with more than a few events. Also I'd recommend checking through the release notes to see if any breaking changes have affected your project, in which case it's not a bug and you'd need to change your project. If you can also narrow it down to the exact release where it changed, that would be helpful too.

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  • There are too many events in that .capx to be able to easily say it's a bug and not just a mistake in your events. BTW, we haven't changed how 'pinnedUID' works for many releases now. If there really is a bug with it, it should be easy to reproduce in a new empty project.