Ashley's Forum Posts

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  • Ah, works now. Cool, looks like a useful plugin for enemy AI!

  • Oops, sorry for misunderstanding what you wanted. Anyway, I've made some tweaks for the next build, hopefully that will solve the problem.

  • Doesn't seem to work here - Chrome's console reports 'temp' is not defined.

  • I don't know, it sounds like it might be a problem with Safari or your server setup. Have you tried enabling developer mode for Safari and checking if it reports any errors?

  • First you should make sure you have an up to date graphics driver - old drivers can occasionally cause seams (lines like you show).

    Secondly make sure 'Sampling' is set to 'Point' and 'Pixel rounding' is 'On' in project properties. That prevents images being shown at sub-pixel offsets which can cause seams.

    One more thing is switching the WebGL mode might make a difference, but it's not always a good fix.

    If there is still a problem then, it's probably a browser bug. If this happens please send me your .capx and let me know which browsers you're having a problem with. I can make bug reports to the browser makers if necessary.

  • Hmm, this is a slightly tricky one. There are two angles: the angle of motion of the Bullet behavior, and the object angle (the visible angle). The 'Rotate' behavior doesn't have any awareness of other behaviors - it only sets the object angle.

    What you want is for the rotate behavior to set the angle of motion, but not the object angle. This isn't easy to support because it means the rotate behavior has to gain awareness of other behaviors and modify them, and this isn't really in line with how C2 behaviors tend to work.

    What really is the bug report is setting the object angle shouldn't affect the angle of motion when bullet's 'Set angle' is set to 'No'. In this case the object angle and angle of motion should work independently. Previously, if you ever set the object angle, C2 would also update the angle of motion. This has been fixed for the next build so setting the bullet's angle only affects the object angle and not the angle of motion. However, the result is still not what you wanted: the object moves continually to the right, since the angle of motion is always 0, while the object appears to rotate.

    There is also one exception: the angle of motion is still set to the object angle on the first tick of the behavior. This is to preserve compatibility with existing projects like Space Blaster, where many objects are spawned then 'set angle' used to modify the bullet angle. The bullets would fly off at the wrong angle unless they initially take the object angle as their first angle of motion.

    Hopefully that's clear... however, even with the fix, you'll still need to use a second hidden object or manually set the angle of motion with events to get the effect you want.

  • Thanks, should be fixed in next build.

  • Thanks - should be fixed in next build.

  • Hmm, thanks for the report, but it looks like a bug in our property grid control. Might be difficult to fix. I'll take a look soon though.

  • This isn't a bug - IE just doesn't support the 'request fullscreen' action. Only Firefox and Chrome support it right now.

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  • Thanks for the report, should be fixed in the next build. The problem is to do with having the bottom layer invisible.

  • Please see how to report bugs. Could you remember to always include the source .capx? It's much easier to work with, since I can verify any code changes I make fix your particular example.

  • Thanks for the heads up, deleted them.

  • This is probably a bug in the author's code. You might want to try and contact them for fixes/updates.