Ashley's Forum Posts

  • Construct 2 games already work offline.

  • Constructinator Candescence

    We're aware some people are against Steam and Greenlight, but in our case we think we stand only to gain from it. We're not going to take any kind of exclusive deal, so if you don't like Steam you can always just buy via our site as usual. And if we are on Steam, we potentially reach a far wider audience than we would otherwise.

  • Audio is streamed on-demand during the running of the game. Where would you show the load progress?

  • dssonthenet - that issue does not look related to the one posted in this thread.

  • 'Spawn' can create multiple instances if multiple instances of the object the action is used on met the event's conditions; 'Create' only ever creates one instance.

  • Oh, on CocoonJS and directCanvas there is no HTML file. You should just use a custom loader layout.

  • jayderyu - my point was Touch.TouchCount - 1 does not correspond to the Nth touch triggers, because as in my example 'On touch 1 end' triggers when there is only one touch (so Touch.TouchCount - 1 is 0, even though 'On touch 1 end' is triggering). Also this means XAt and YAt will only return a touch for touch 0. So since your events seem to depend on Touch.TouchCount - 1 which is not a reliable in these triggers, I would say this is most likely just a mistake in your events and not a C2 bug. I have a test project which shows the Nth start/end triggers are firing just as intended, so I don't believe there is a bug here.

  • slw666 - can you make a repro from a new empty project demonstrating the issue and post it here? It could be a mistake in your events, and this step would eliminate that possibility.

  • vandinz - yeah, animation doesn't really play nice with the Physics behavior because it has to re-create the body every animation frame in case the size, collision mask, origin or image points are different. You can work around it by using non-animated objects with the Physics behavior and pinning an animated sprite on top of that. Not sure if we can fix this otherwise...

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  • Contact your host if you need help setting up MIME types.

  • I believe the actual game's background is transparent during loading, and it's just showing the HTML page background which is black, so you can try changing the CSS background-color.

    You might also be interested in custom loader layouts.

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  • I can only reproduce this with layout folders. It should be fixed in the next build though.

  • Please see how to report bugs - it is useful to always reproduce your project from scratch and not include anything at all unrelated to the problem, because in this case there are three layouts and it's a little confusing which one you are talking about. It took me a while to realise that you had to run the 'intro' layout first, even when previewing on an iPad, otherwise the touch controls don't appear.

    I think the issue here may be you misunderstand how Nth touches start and end. Consider the two scenarios:

    Scenario A: first finger down, second finger down, second finger up, first finger up.

    Obviously here the triggers fire in the order: On touch 0 start, on touch 1 start, on touch 1 end, on touch 0 end.

    Now consider Scenario B: first finger down, second finger down, first finger up, second finger up.

    This triggers the following way:

    B1: On touch 0 start, on touch 1 start, on touch 0 end, on touch 1 end.

    The interesting one is the final touch end: it triggers 'On touch 1 end', even though the touch count is 1 so in theory there is only touch 0. While this seems a little counterintuitive, the reason I made it this way is because it seems even more counterintuitive to have it trigger "On touch 0 start, on touch 1 start, on touch 0 end, on touch 0 end". How can touch 0 end twice when it only started once? It also looks like touch 1 never ended. So 'on touch 1 start' always finishes with 'on touch 1 end', even if other touches have been added or removed; this way every touch is reported as ending, and no touches finish twice or are left unfinished.

    Does that explain the problem?

  • Closing as not a bug: the minify option has no effect when exporting for the Arcade, because if you look at the exported files it does not actually export any javascript, only JSON data, so there is nothing to minify. Instead the Arcade server minifies when you submit. Rather than leave an option you can enable and disable that does nothing, recently I changed it to be disabled since it does nothing.