Ashley's Forum Posts

  • Well are you sure your backup media is responding? For example if you back up to a network drive, and the network becomes disconnected or unavailable or is just very slow, it could end up spending a long time in the "trying to back up" state.

  • It's quite a complicated feature (since it ought to skew the collision mask as well and affects the bounding box which is used everywhere in the engine), and it's not possible to do it in a performant way in the canvas2D renderer. You could probably use a WebGL shader to do it if you really need it, but it won't affect the bounding box or collision mask.

  • Can't reproduce, works fine every time here. I am sure we would hear about this a *lot* more if it was really a problem in Construct 2, so I would guess the problem only happens on your computer. What makes you think the problem is with autobackup?

  • You do this via the Steam software library, not Construct 2's own preferences dialog.

  • The link you posted looks like it works by issuing a separate draw call for each line of pixels in the image. This will totally destroy performance, since a single skewed object which is 400 pixels wide will take as long to render as 400 sprites.

  • Uh, so you close the image editor and it always loses your changes?

  • Deleting the .ogg files is *not* a solution. You should definitely not do that. You will stop audio playing on other platforms instead. What I think is actually happening is this:

    1) you upload your game and run it, but the server is set up wrong

    2) the browser caches broken versions of the .m4a files and doesn't play audio

    3) you fix the server

    4) by changing offline.appcache, you make the browser re-download the .m4a files which work. It is not important what change is made, just the fact you changed it makes the browser check for updated files and notice the fact you fixed your server.

    Construct 2 changes the content of offline.appcache for you every time you export (the timestamp is at the top of the file). So re-exporting alone should be enough to fix it once you've fixed the server.

    If in doubt try exporting to a new URL after fixing the server - it will use a completely new cache.

    If you delete one set of sounds, it WILL break audio on different platforms, so don't do it!

  • The bumpmapping light positions are in texture co-ordinates (0 for the left edge of the image to 1 on the right, and Y also goes 0 to 1 top to bottom). For convenience C2 multiplies these by 100 so it goes from 0 to 100 instead of 0 to 1. Your event calculations don't seem to take this in to account, so closing.

  • I think this is a bug in Google Chrome, or possibly the driver for your touchscreen. I tried it on an iPad and it worked fine, and as you say yourself it works fine in IE. Construct 2's touch start and end events pretty much map exactly to the touchstart and touchend/touchcancel events, so this implies Chrome isn't firing the events properly. Closing, you might want to take this up with Google.

  • Closing, as Kyatric says we can't fix the audio quality, that's an issue with either node-webkit or Chromium.

  • Can't reproduce, ran just fine for as long as I cared to watch it in Chrome. Try making the walls thicker to prevent the object stepping through them since it's a small and fast moving object.

  • This must be a problem with your computer. GDI32.dll is installed with Windows. Closing - you might need to reinstall Windows!

  • scaciga - please don't bump old threads unless you have something useful to contribute.

  • jayderyu - I don't mean that - Chromium is open source, so you could literally take the code and use it as the engine for a native app, and it would run as well as in the Chrome browser, without using UIWebView, and without needing any other browser installed.

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  • I can't offer any help fixing problems - one of the reasons it's so time-consuming and frustrating working with DOM-less engines is because there are no good debugging tools like Chrome has. Our code is all standards-compliant and works fine in a real browser, so if something is broken, it's probably an Ejecta bug. How you'd go about finding the problems, though, is a difficult one to answer unless you also reinvent some dev tools.