Ashley's Forum Posts

  • Type chrome://flags in to the address bar in Chrome, and you should be taken to a page where you can enable the Gamepad API. Otherwise just wait until Chrome 21 comes out.

    That controller ought to work, but I can't say for certain since I haven't tested it myself. Hopefully it's compatible with XBox 360. Just give it a shot and see if it works.

    Have Dropbox finally removed the public folder? I heard talk of it, but didn't know if they'd actually done it.

  • AFAIK, toDataURL() is blocked if you've drawn a cross-domain image to it (if it did not send the access control HTTP header). This is another security measure to prevent accessing the pixel data of cross-domain images.

  • That alert only ever appears if the browser address bar starts with file:///. Are you sure your project is uploaded and online? Can you link me to it?

  • Yes, just add an event to restart the layout when a sprite is touched.

  • No, this is something many users deliberately want to prevent: if it were possible you could reverse-engineer other people's games and get the projects, making it a lot easier to steal them. So by default the exported code is obfuscated to make this impossible.

    Might be a good time to enable automatic daily backup.

  • Gamepads are supported in Chrome 21+. In the current Chrome 20, you need to enable it in chrome://flags. Support is coming later to other browsers (probably Firefox next and other browsers later).

  • Try reading the physics basics tutorial. Physics doesn't work with other behaviors like that.

  • soren - you'll notice a timestamp at the top of the offline.appcache file. That has to change for the browser to actually check for an update. Because the timestamp in offline.appcache is different every time you export your project, so long as you upload the changed file and offline.appcache, the browser will see the change and download the update.

  • You simply add the license file to the install directory, or your Documents folder, and restart Construct 2. It will automatically become the licensed version then.

    Payments are often processed very quickly, but due to Paypal's payment system sometimes they are processed as e-cheques and can take up to a week to process. I'm afraid there's nothing we can do about that, it's Paypal who hold up the payment.

  • That's odd, can you share a .capx which is slower now? We improved the performance of our own benchmarks so it's strange it would be slower in other cases.

    You should definitely make sure WebGL is enabled - it's about twice as fast as the canvas2d renderer, and if the user's computer doesn't support WebGL it just silently falls back to canvas2d so they can always play.

  • You need to re-upload offline.appcache every time you update your game, even if only one of the other files has changed. Are you sure you re-upload it every time? Otherwise the browser won't think there's an update.

  • We detailed this in our recent blog post - iOS and Android will be provided via directCanvas and CocoonJS, and PC apps will be Windows EXEs (and possibly Mac and Linux depending on how it goes).

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  • Further to what kiyoshi said, does setting 'Enable WebGL' to 'Off' in project properties affect anything?

    It's very odd, because Chrome is using the same code as all the other browsers, but judging by the pictures it appears to be rendering at 2x or 4x smaller resolution and using bilinear resize (which makes it look blurry) to full size...

  • I guess you're setting the angle, and objects rotated through 180 degrees are facing the other way but also appear flipped.

    Try:

    • not setting the object's angle, and manually using 'set mirrored' depending on its direction
    • use 'set flipped' instead of 'set not flipped' to correct the flipping!
  • Well, File preview really had to be removed - the bug you reported with File mode isn't really a bug, it's a fundamental security limitation in browsers when viewing files on disk that prevents it from working at all. There are several other issues like that which prevent even simple games from working. So it really makes it useless for previewing games - we can't work around it at all. Since it generally works fine on HTTP mode, we've decided to make that the only available option.

    Is the crash on exit fixed in r99 at least? That would be some progress.

    All I can think of now is:

    1. Try going through the troubleshooting article again with r99, and see if anything helps r99 this time.

    2. Try swapping 'localhost' for '127.0.0.1'. E.g. try browsing to 127.0.0.1 or 127.0.0.1

    3. Go through the preview-on-LAN article - even though you can't use it - and follow the steps to set up the firewall. Make sure your firewall allows the port range 50000 to 50100 (not just port 50000 by itself - and make sure you don't typo, some people enter 5000 instead which won't work).

    4. In preferences try some random different ports from 49000 to 65000, e.g. 63123. It might be the default 50000 port is always in use by something else.

    Let me know if you get anything working - we might be able to add new options in C2.