Ashley's Forum Posts

  • Please don't use mediafire to share files, it downloads incredibly slow here (15 minutes to download your file, long enough to lose my train of thought about the bug).

    I think ramones theory is right, so closing. If you want us to investigate more closely, please reproduce the issue in a new empty project.

  • Chrome can definitely play seamless loops, try opening the rain demo example in Construct 2 and listening to the rain loop. So I think the audio clip itself does not loop seamlessly. For example, the left channel starts at zero but at the end of the audio ends on a higher sample, so there'll definitely be at least an audible click there.

  • I thought it was no contest with Flash vs HTML5. Adobe have announced they're not even updating it any more on mobile. Even Adobe are beginning to distance themselves from it. If you want a future-proof way to publish to the web on mobile platforms, HTML5 is your only choice.

  • We've already fixed a pretty significant bug with containers for the next build - containers created at runtime aren't linked up properly in 110.2. So it might be already fixed in the next build anyway.

  • It's been on the todo list a while, along with loads of other stuff. Can't give an ETA I'm afraid!

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  • Maybe the guide Troubleshooting Construct 2's preview server will help.

  • Very interesting! Unfortunately the main problem I see is the practical difficulty of using it with C2... there's no build system (like PhoneGap Build, appMobi or Ludei provide) and you need a mac to build. That could rule out a lot of people using it for the time being.

  • If you can reproduce anything with a particular expression and click let me know... going to close for now otherwise.

  • Huh... are you sure this isn't a Windows bug? In the case that you drag a touch outside the app's area it should fire a touch cancel event, because the touch hasn't ended but it will no longer update the touch. We do listen to touch cancel events and interpret them as touch ends. So it sounds like it ought to be working correctly, but maybe Windows isn't firing touch cancel when it should.

  • I think Ludei are working on fixing their AJAX support for the next release.

  • R0j0hound suggested something similar a while back using the player position and lerps. It works pretty well, but given a large gap or small enough sprite, unless you increase the loop to a really high level it's still possible the lerp doesn't hit the intended object.

    I think the right logic is to step the object by its size, rather than by a percentage distance. That will always hit any obstacles in the way, and I think is how Classic did it.

    If it's a rectangle, an alternative is just to stretch it in to a line between its start and end points (by settings its width to the distance and its angle to the angle between the points). If that big box touches anything, the object would also collide along the way (although it doesn't tell you where it collided, only if it did, but it's a lot faster than loads of intermediate collision tests).

  • Just come around to have a look at this - it seems to be working OK here. Take the expression:

    "Hello" + "World, " + "Hello world!"

    Whichever word I double-click, it seems to select just that word and not anything else around it. What expression are you using and exactly where are you double-clicking?

  • WebRTC doesn't change the picture much, it just means instead of connecting with WebSockets you connect with WebRTC. WebRTC should also bring UDP support though, so it's useful for that. Whichever one is used, you still need an authoritative server to connect to, because otherwise cheating will likely be rampant (especially in peer-to-peer games).

  • Closing as can't reproduce, everything seems to work fine here. It might be an issue with your computer.

  • Closing, please see how to report bugs, specifically:

    e cannot help with large projects... these can take hours and hours to investigate, often with the conclusion it was simply a mistake in the events... re-create the bug in a minimal new project.

    The most likely cause is due to a mistake in your events you are playing some audio every tick (60 times a second) which will very quickly jam up the audio engine. Desktop computers have more memory than mobile ones, so it might just be lasting longer than the iPad before it jams up (or it has enough memory to actually play that much audio). Posting a new project made from scratch is the quickest way to prove it's a C2 issue and not a mistake in your events.

    Please note always to include clear steps on how to reproduce the issue as well, because I am not familiar with how your project works or what I'm supposed to do in it.