Ashley's Forum Posts

  • I develop Construct 2 on Win7 64-bit and it works fine here. Can you provide any more information about the problem?

  • — - its perfectly natural. If you're on a conveyor belt and you walk in the same direction as it's going, you go faster than if you were walking on the ground. In fact it would be weird if you still travelled at the same speed.

  • Ah, I thought IE10 supported the standards-compliant events for these, but it doesn't. I've added Windows 8 specific detection of accelerometer and orientation for the next build.

  • I can't reproduce any problem. I tried following your steps:

    1. Create a new sprite

    2. Add two frames each with an origin of (0, 0)

    3. Save and close

    4. Reopen C2

    5. Double-click the sprite and add a new frame

    6. Open another image file

    7. Set the origin to (0, 0) again

    8. Run project

    At every point everything appears fine.

    Please remember to be as clear as possible when reporting bugs - step by step repros are useful, because I'm not exactly clear precisely what you are doing when you say "then "open" the file containing the image, verify the origin is 0,0". My interpretation is above. If you add a new frame and click the open icon to import an image, it is by design that the origin defaults to the middle. So I'm not sure why you would "verify the origin is 0,0" because it never will be; so I interpreted your steps as "set the origin to 0,0". If I've done something different please let me know.

    Edit: collision polygons are omitted in the XML if they are the bounding box. Note your example includes a poly which is very, very close to, but not exactly, a bounding box. To avoid this problem always right-click and select 'set to bounding box', since doing it by hand can cause these tiny offsets, and collisions are faster if they are an exact bounding box.

  • —: the address would be "http://example.com//example.php", and the post data would be "foo=1&bar=2" (the same format you'd use in a URL).

  • 1) Should be fixed in r106

    2) Should be fixed in r106

    3) Not sure what you mean here. It's by design that if you run to the right your speed is your running speed plus the speed of any moving platform you're on, so it sounds like normal behavior.

  • Can't reproduce either problem on my dual monitor dev machine. Can you provide any more information about the problem?

  • Looks like an issue introduced in recent builds. Should be fixed in r106 with a friendlier error message like it used to.

  • engahmedfawzy - mobile devices typically have very poor audio support in their browsers. We just use standard compliant HTML5 audio in the Android browser, so it's an Android bug if it doesn't support detecting audio finished loading. In the mean time I'd recommend publishing to Android via CocoonJS which has good audio support - have you tried that?

  • Kyatric is right - it's not massively intuitive, but it does work. It's difficult to come up with a different way since most people only use one event sheet at a time, so cutting and pasting is the easiest way. And in between it has to hide references to the variable because it doesn't exist until you paste it again!

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  • 0plus1 - usually I try to avoid hardware-specific features, since it can change quickly and become irrelevant (e.g. with iPad 4, iPad mini possibly, etc.) However having seen iPad 3 running pretty poorly in retina mode myself, I do think there's a real use case for this. I've changed 'Use iOS retina display' to have 'Never', 'iPhone only' and 'All devices' in the next build. Hopefully that will allow you to get good performance everywhere.

  • I see the problem, and I've made a tweak to the engine to try to fix this in r106. Let me know how it works for you when it's out. My measurements here report with the fix that 2a -> 2b now takes 15 frames, whereas 3a -> 3b takes 22.

  • I can't reproduce this, can you provide steps to reproduce, a .capx if necessary, and details about which browsers you have tried?

  • There is no limit on the number of animation frames - you should be able to create over 1024. However the problem here is it looks like your computer is just running out of memory because there are so many images. I'd still recommend using fewer frames! Or maybe at least try splitting your sprite sheet in to two or four sections and importing them separately.

  • Closed - we cannot do anything about bug reports that consist solely of an error message. Please see how to report bugs.