Ashley's Forum Posts

  • There's currently a bug in exporting projects in the latest beta release. Roll back to 80.2 or see the workaround in that thread.

  • Construct 2 supports multichannel audio, so long as the browser does. All you need to do is make sure you use audio tags correctly. If you set the volume/playback rate/any property of audio tag "foo", it affects all sounds playing with that tag. So are you sure you tagged your audio properly?

  • Yeah, if you run it from Visual Studio it runs as a Metro app! I think if you press Alt+F4 you return to the Start menu with the program icon there as well.

  • Thanks, should be fixed in next build.

  • Good catch and even included the fix. The perfect bug report :) Thanks, fixed in next build.

  • No, the existing documentation appears to be correct. script_name is the name of the corresponding runtime script function. Is there something ambiguous in the documentation here which could be improved?

  • Please see how to report bugs. We need a .capx. Closing

  • Ah, yeah, we've kind of only half way done the beta/stable separation. Hmm, we'll get it sorted soon.

  • I don't have one myself, but would love to hear any results about using it on the Vita. Anyone know what browser it uses?

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  • Both Javascript and Flash are definitely the wrong tools for the job if you need high precision timing for research, because of something nobody's mentioned yet: garbage collection pauses. Every few seconds or minutes they will pause everything and go and clean up memory, and this can take 10 - 1000ms. A 100ms pause isn't uncommon and it essentially be happening randomly, whenever the memory usage conditions become suitable for collection. So if you are making high precision time measurements, you will basically get random delays added in to your results, and not all of them will even be noticable.

    You could use Construct Classic, but it is still a step-based game engine and not really designed for high accuracy measurements. For example, it uses double-buffering, meaning there is another one frame latency before visual feedback appears on the screen, and in some circumstances it may even use triple buffering.

    Computers are capable of microsecond precision in their timers, which might be supported in Javascript depending on the browser, and is supported in Construct Classic. However, I've heard that PC input is sampled for the mouse, so mouse input will only update at 50-100 Hz, so if you are using mouse input your results will only be coming in at 10-20ms increments anyway. I don't know about keyboard input though.

    TBH I don't know much about extreme precision measurements on PC - we make game engines which generally are designed to smooth out inaccuracies over time and are optimise to look good rather than be perfectly accurate. I'd recommend getting specialist advice and tools, I don't think any of us can give you the necessary information you need.

  • Did you see the link how to make a Windows 8 Metro app? It covers launching the app with a test certificate from Visual Studio.

  • This is by design - they do conflict.

    If you can add a global variable with the same name as a local variable, then imagine you typed that name somewhere in the scope of the local variable - it could refer to either! To prevent this problem, variables also cannot use the names of any variables beneath their scope.

  • Thanks, good catch. Should be fixed in the next build.

  • Ah, arrow key navigation is working but it doesn't always re-draw the event sheet, and sometimes other keys/actions cause a redraw so it suddenly updates. Should be fixed in the next build.

    You can use 'C' to add a condition to a blank subevent, but to make it more intuitive I've added 'Enter' when an event is selected as a shortcut for add condition.

  • jQuery Mobile says it's built on top of the standard jQuery and requires you include jQuery first to use it - since C2 games already include jQuery it should be fine, just include jQuery Mobile on top of that.