Ashley's Forum Posts

  • I can reproduce a problem, but it looks like a Safari bug, especially since it works fine on every other platform. You might want to report this to Apple.

    Do you really need to open two projects at once? This would also exacerbate the low memory usually available on mobile devices. Your project is also extremely wasteful with memory, needlessly using gigantic textures; you should read remember not to waste your memory to avoid running in to memory usage issues.

  • Thanks for the reports, but these appear to all be problems with Ludei's CocoonJS physics engine. We can't fix them directly ourselves, but I've forwarded them on to Ludei for fixing.

    Note: your this%20need%20to%20work.capx example appears to be identical to the manually%20moving%20physics%20object.capx example. Is this what you intended?

  • Thanks, should be fixed in the next build.

  • Closing, .capx uss third party plugins. Please follow the bug report guidelines and post a .capx which does not use any third party plugins.

  • We can't do anything to fix this, since we can't debug CocoonJS APKs on behalf of Ludei nor is there an attached .capx. You should report this to Ludei.

  • Thanks, should be fixed in the next build. It should not be possible to create an empty family, so the resolution is to make the family disappear if you delete its last object type.

  • theames - it was fixed in r127. We're aiming to get a new stable release out once we've ironed out the problems in the new CocoonJS physics engine.

  • Internally, 'On collision' is not a real trigger even though it appears like one in the event sheet - it works like 'Is overlapping' with 'Trigger once' after it. This is for performance reasons (it would be difficult to avoid unnecessary collision checks if it was a real trigger).

    Generally the performance of overlap tests is negligable unless you have hundreds of objects or more (see spongehammer's link). However it's good practice to only have one overlap or collision test, and do everything you need to in subevents under that. If you have two 'On collision' or 'Is overlapping' events, it will re-check the overlap both times.

    It could actually degrade performance to cache results, because if an object moves it has to remove any cached collision results. This means every time an object moves it has to do a little bit of work. Most games have a very large number of moving objects, which multiplies a little bit of work in to a lot of work. So I'm not sure that would actually make it faster.

  • some things are harder to do than if you had access to the code (bulk-updating lots of events to point to a different object, for example)

    Doesn't the new 'Replace object' feature do just this?

    We've designed C2 to be able to still handle large projects as elegantly as possible (e.g. event sheet includes for code re-use, texture memory management in the WebGL renderer, etc). However I'm not currently aware of anything really huge already published with C2. I'm not sure why that is - possibly a lot of people focus on mobile where CPU/RAM is really limited, and the node-webkit exporter's relatively new so perhaps not many projects are focusing on it yet. So in a way it's still kind of untested waters. There may be a few hiccups, but we 100% want to support large projects robustly, so if anything goes wrong let us know and we'll try to fix it.

  • Closing - check the browser error console, all your files return 404 not found. You probably didn't upload it correctly.

  • In the latest beta, export using 'embed style'.

  • There should have been a dropdown list letting you choose which side to use (top, right, bottom, left) when exporting.

  • theames - no, which is why you should always back up regularly, and especially before installing a beta update.

  • Oops, you're right (got confused by the pic of the layout). Fixed the layers one in next build!

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  • We fixed a bug with this recently. Have you tried the latest beta release?