Ashley's Forum Posts

  • Try this:

    Global number time_true = 0

    + Counter <= 0

    + Onscreen <= 0

    -> Add dt to time_true

    + Else (in the latest beta)

    -> Set time_true to 0

    + time_true >= 5

    + Trigger once

    -> Do something

    Basically this counts up time_true while the event is true, and resets to zero if the event is not true. Once the time_true reaches 5 (seconds), you can then run an event.

  • Have you checked the collision polygons?

  • By design the Platform behavior only works to the nearest pixel. Is half a pixel really crucial to your game mechanic?

  • Did you use 'session storage' or 'local storage'?

  • No idea I'm afraid... maybe the image itself is zero sized, but I think that would be to do with the third party plugins you're using. Or maybe you're drawing the image before its loaded event has fired.

  • Oops. Fixed in next build.

  • None of the official plugins or behaviors could cause this error, it's only caused by third party plugins that use the same ID. Maybe check your install directory for duplicate plugins?

  • It's polite to wait a day or two for a response.

    Try looking in to the Browser object, AJAX object or some third party plugins like CallJS.

  • Oops, interesting find. Should be fixed for next build, thanks.

  • Ah, think I found the problem, should be fixed in next build.

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  • Moved from 'Website issues' to 'Construct 2 general'.

    Thanks for the feedback, we have a long todo list but your idea has been noted!

  • I really underestimated how popular the "online multiplayer" feature would be!

    It's fascinating to see how many people voted for it, but I think it will not be implemented in the near feature for a few reasons:

    • it's a very complicated feature which could take a very long time to implement, and as popular as it is I think the other options (like monetisation options) are better to do first since they are probably quicker and arguably more important.
    • browser support is still not very good: the Websockets spec was only just very recently finished, and Chrome and Firefox are the only browsers which currently fully and correctly implement it AFAIK. So it may not work well or at all on other browsers or mobiles. Waiting some time will allow other browsers to mature their support and catch up.
    • multiplayer games are also difficult to develop even once we've added support, requiring server hosting and very carefully tuned events to make sure it works well in real-time. So I'm not convinced everyone will be able to easily take advantage of it.

    Rest assured I'm now well aware of the popularity of the option, but basically having thought carefully about the practicalities I think it would be best to postpone it at least a few months.

    So the next features in line are most likely:

    • directCanvas (currently working with appMobi to get this working really nicely for C2 games)
    • more event sheet features (coming up in next beta release)
    • better monetisation features
    • family behaviors (partly for completeness, since then the Families feature is 100% complete)
    • then I'll probably do another poll...

    As in the OP, no guarantees on things actually being done this way, just trying to best sync up the order of work with the best thing for everyone, while taking in to account practicalities.

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  • —, that's not the correct use of the Anchor behavior: all objects that need to stay the same place on screen should be on their own layer with a parallax of 0, 0. See page 2 of supporting multiple screen sizes. I think this can be closed as not a bug.

    (And yeah, please never use that file host again, it's horrible :-\ Dropbox is amazing!)

  • marcgram, we can't do anything without a .capx of a new project reproducing the issue with the Particles object on it's own, which is what I've been asking for in this thread - any chance you can provide one?