Ashley's Forum Posts

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  • Please see How to report bugs. We need a .capx file made from scratch to know this isn't a bug in your events.

  • Chrome 17 was just out recently and usually a new release is out every 6-8 weeks.

    The workaround is causing serious issues with keyboard input to iframed games, which is a pain. I'll try and get both working, hopefully we won't have to wait for Chrome 18.

  • I think when you create an object from a family type it picks it in the real object type's SOL, but not in the family SOL. You're right it's a bug, I'll try get it fixed for the next build.

  • You can set the "apple-mobile-web-app-status-bar-style" meta tag to "translucent-black" in the preview-fs.html and export-fs.html templates in the install directory if you like, but I think it's best to keep it consistent between the two. If you properly support multiple screen sizes, it shouldn't make too much of a difference.

  • The keyboard object hasn't changed since October, so I can't imagine how the problem is there.

    The solution to the Chrome sticky keys issue was to block Chrome handling a left click - this seemed to cause problems with keyboard input, so now the HTML5 game explicitly asks to handle left clicks by itself. However since it blocks the browser action, I think it prevents the iframe running the game from ever getting focus, which means it also never gets keyboard focus so never gets keyboard events (they're probably only sent to the parent frame). I did add code that said if it's in an iframe, let the browser handle the action by itself, in theory letting it work like it did before, but that doesn't seem to have worked for you guys. I'll take another look tomorrow and see if I can get a fix out then.

    Sorry for the continuing problems but this all stems from trying to work around that annoying keyboard bug in Chrome - this should never have been an issue, but the workaround to the bug is causing more issues :-\</p>

  • 1) I think I've traced this to the workaround for the Chrome 'sticky keys' bug. The workaround prevents iframes from getting focus which means they never get keyboard input. So I've disabled the workaround when in an iframe, which unfortunately means iframed games will still get the sticky keys bug in Chrome... but I think they've finally fixed it in the next release (Chrome 18) anyway.

    2) Gah, the new version of Closure Compiler I put in is buggy. I thought Google wouldn't release buggy versions of it. Reverted to the old one and it seems to work again...

    3) Another case of the same bug, should be fixed too.

    r79.3 on its way...

  • Ah, a different case of the same bug :-\ I think I've fixed it now, looks like we'll have an r79.3 tomorrow...

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  • Oh, that's correct for the iPhone 3GS. 640x960 is the size of the iPhone 4+ which has a double-resolution screen. The 3GS is 320x480 so the values are right once you take in to account the top and bottom bar.

  • Please see how to report bugs - can you post your .capx and link to the exported project? Are there any browser errors?

  • Which game?   Are you posting to the arcade? Are there any browser errors? Have you tried r79.2?

    Please remember to try to include as much information as possible.

  • Well, previewing should look the same as when you press Export. Otherwise you design your game and then you export it and it looks different, which is annoying. So shouldn't it stay this way?

  • Try adding a layer and using sprites with an effect on it. The 'Lighting.capx' demo in the examples directory might help show the idea.

  • Always, always animate objects by moving/rotating/resizing rather than making a sequence of animation frames. Doing it by animation frames will waste tonnes of memory unnecessarily! It's much better to do it by events, and it usually looks smoother too.

  • You might be interested in the Function plugin (third party), but we were going to add official features along those lines eventually anyway.