Ashley's Forum Posts

  • christina - can you share examples without third party plugins (SpriteFont)? I don't have third party plugins in my dev copy of C2. Also, your screenshots show perfectly aligned sprites don't they? I don't see any pixel alignment issue in them.

  • I'm not sure why this happens, but it involves a pretty complicated part of the Physics behavior. For changing animation frames to have an effect on the Physics simulation, the only thing Construct 2 can do is destroy the physics body in the simulation then recreate it. If you destroy the body, all its joints are removed as well. C2 is now smart enough to know which joints you had and re-create them after recreating the body, but for some reason the joint drifts ever so slightly, which accumulates if you do this repeatedly.

    I don't know why this happens - it might be a Box2D issue - but it really is best just to use an invisible object with no animations that you never resize as the physics object to connect joints to. Then the engine never has to destroy the physics body and recreate the joints, which appears to cause this bug.

    In fact since this is an old bug report and there's probably not a good engine solution, I'm going to close this as won't fix. The separate non-animated object is a good workaround and should be perfectly reliable.

  • This is caused by broken third party plugins. You might want to figure out which plugin it was and tell the developer (or fix it if it's your own!)

  • .capx backups work the same (by copying a file directly), so hopefully that means the change I made will work!

  • For the record, your mistake was to use 'Add target' in the 'Has target' event. That will never run because you must add a target before a turret can have a target. Add your targets on 'start of layout'.

  • What's wrong with the built-in platform behavior? It's been improved a lot over the past few months, and now even works to sub-pixel accuracy (down to 1/16th of a pixel) with full support for slopes, jump-thrus etc. If there's a particular problem with the built-in Platform behavior we definitely want to fix it, because re-doing all that work in events is extremely hard and pointless if we can make the built-in behavior good enough. The Platform behavior is over 1000 lines of javascript and has been very tough to get right, so I expect you'd really struggle if you want to get the same robustness and accuracy as the built-in behavior using events.

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  • Closing as won't fix: the problem is the "is by wall" check moves the object up (so it doesn't register an overlap with the floor or slope), then across. If when it first moves the object up it finds it's overlapping something, it determines it must be the ceiling, and gives up on detecting a wall and returns false. This means 'Is by wall' doesn't work if the player's head is right by the ceiling. I can't really change this, because if it moves the player only horizontally to test wall collisions, then slopes also trigger 'Is by wall' which is clearly wrong. I'm afraid I think you'll just have to find a way to work around this with detector sprites or 'Overlapping at offset'.

  • Closing, works for me, please post a full report if you want this to be investigated.

  • Please only submit bug reports with .capx projects made from scratch demonstrating the issue alone. It's almost impossible to debug larger projects, and it is often just a mistake in the events too.

  • 'Reload from disk' only loads the current object's frames from disk, by design. So if I read the report correctly, the fact other objects are not affected is the intended behavior.

    If you want to update many object's textures at once, simply close the project, overwrite the files, then open it again. Construct 2 will then read all the updated files.

  • I've made a tweak for the next build: now it writes the backup file to temp, then copies the temp file directly to the backup location. Hopefully this will fix it. I suspect previously when it wrote the backup directly to the Dropbox folder, Dropbox tried to start reading the file before C2 had finished writing it, causing a deadlock. Since it copies the file all in one go now it ought to be able to finish copying before Dropbox tries to read the file. Let me know how things go in r125.

  • Thanks, should be fixed in next build.

  • Closing as not a bug: you need to make sure collisions are disabled further in advance. If the objects are already touching when you disable collisions, the existing collision is not disabled. (This is how Box2D works; we can't change it.) There seems to only be a few pixels distance between when collisions are disabled and the edge of the red object, so if you move the mouse fast you can make it collide before the collisions are disabled.

  • Can't reproduce, the drop-down lists never disappear here. I used r124, can you reproduce in that?

  • Can't reproduce, seems to work fine: http://www.scirra.com/labs/dropdownlist/