Ashley's Forum Posts

  • The original bug was that if you had 2 event groups with the same name in 2 event sheets, they could only be activated and deactivated at the same time. This was reported as a bug, so I tried to fix it, but it seems the fix causes more problems than the original problem. So I'll revert it back for the next release (hopefully later today).

  • It is impossible to use DLLs in HTML5 (without going to ridiculous lengths like writing your own browser plugin), since the technologies are completely incompatible. As mikepixie says your best bet is to use AJAX to another service if possible.

  • This will require the user installs IE9 before it works, and only about 10% of people have it installed at the moment, and also means the games can never work on XP since you can't get IE9 there. It's something I looked in to before but I thought the limitations made it impractical for real distribution.

  • I also checked out Titanium a while ago and I can't remember exactly, but it either did not work, or ran horribly slowly. (These things tend to use just the WebKit engine without any hardware acceleration or WebGL.)

  • This is a known bug in r80, hopefully it'll be fixed in the next build later today.

  • You must not use a specific window size for mobiles. Not only do mobiles all have different sized screens, but if you don't use one of the fullscreen modes Construct 2 will try to place your game on a scrollable web page which is probably what's making it go wrong. See supporting multiple screen sizes.

    Sound on mobile is not well supported and currently on appMobi only the 'play' action works. Nothing else is supported so don't expect muting/stopping/set volume to work.

  • See this tutorial. Alternatively you can sign up an appMobi account, export for appMobi, and paste it over an existing appMobi project.

  • There seem to be two arguments going on here:

    1) Is the price fair, and

    2) Should 'crap' games be allowed in app stores?

    #2 is really subjective and a bit offtopic IMO, but back to #1 for a moment:

    Again, the focus of my points is not the price/s. It's on the 5 apps/games per year limitation.

    Another way to look at it is if you have 6 games on a server, you're going to have to pay a higher rate for a higher bandwidth server. Suppose you have 5 games, each 5mb, and each being played 5000 times a month (note some games in our arcade have had 10k+ plays in their first day). That's 125 GB/mo transfer of bandwidth. Chances are you're not going to get away with a bottom-rung server for that and your fifth or sixth game is going to force you up to the next level server, which could be, say, $200 a year instead of $100 a year. Obviously nobody can host 8-12 popular games for nothing, so they have to stage it one way or another, and rather than fiddly bandwidth limitations you just get a number of apps before the next level.

    Besides, how many people have already published 5 apps? If each takes you 2-3 months to finish, that's about a year's work, so you get away with the lower price for a year. So I still don't see anything wrong with it.

  • I'm not even arguing this because we are adding appMobi features, I genuinely think the prices are reasonable. It is directly comparable to paying for the server you'd need to host other HTML5 games - and appMobi host the app, distribute updates and can do analytics too, and in future hopefully directCanvas and playMobi.

    Apple's fee is only to give you permission to publish games. And why should anyone lower their prices because of what Apple charge? :S If it's that big a problem, publish to Android - or use the "less costly option", PhoneGap!

  • Do you really think that's a high cost to pay? Even $200 a year for 6 apps is only about $17 a month (?10 here in the UK). I know economies vary around the world, but here I'd say thats really in the pocket money range here, or an easily affordable hobby, and that's with a whole six apps published, so halve that for 5. That's definitely comparable to the cost of a server hosting a website for your HTML5 games which you need for a lot of other publishing options like Kongregate, Facebook or Chrome Web Store games over 10mb (Dropbox and free hosts really don't cut it for hosting real games, you'll hit bandwidth limits pretty quick). So I don't think it should be any surprise - would you complain at having to pay ?10 a month to host 6 different Facebook games on a simple low-end server?

    If you're making money from the apps, which hopefully will be a lot easier in the near future, then between six apps I think it's likely you'd at least make your money back!

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  • If you're working from within a VM, you might have to set up two firewalls - the firewall in the VM, and the firewall on the host OS. Does that help?

  • Seems to be working here:

    1) New project

    2) Add 'Start of layout'

    3) Right click, add subevent

    4) Add 'Every tick'

    No crash. Can you give me a particular .capx/repro steps that causes the issue?

  • Oops. Should be fixed in the next build, sorry.

  • Please see how to report bugs. Neither of these reports are actually useful to us because it is missing too much information. I tried both things you said and it worked fine. As Kyatric said please always include reproduction steps and a .capx if possible.

  • This is a problem with the iPad browser, not Construct 2 I'm afraid. Try publishing through appMobi to get sound working.