Ashley's Forum Posts

  • Have you read both tutorials on LAN previewing?

    Are you sure you got the right IP? If there are 4 to choose from, it might be a different one.

    It's difficult to know how else to help: everyone has their network set up differently, and it depends on how your particular network works. If there's someone else who runs your network, maybe ask them.

  • Yeah, that wouldn't work in Chrome, or in AppMobi or PhoneGap.

  • It's very difficult to add anything else to the audio object, because support is so patchy that half the features wouldn't work half the time. More info in this post I just made.

    You have to work around it yourself with events for now. If delay before playing is a problem, try preloading your sounds at the start of the layout or on the menu screen.

  • It's another thing on our todo list, I didn't think it was such a big deal since you can use groups. But it's on the todo list anyway.

  • smitchell the Audio object actually now uses 4 different audio APIs under the hood because audio support is very patchy and we have to use different engines on different platforms. I think only one of them supports getting the time like that. So it would not be well supported at all. Whenever we add features that aren't supported everywhere people come back and report the fact they don't work as bugs when it's just not supported on the platform they happen to be using. So I would prefer not to add it. Audio support is very rough in HTML5 and unfortunately the current state of the audio object is about as far as it will stretch without almost everything being broken somewhere.

    You can work around it by measuring the time since you played the sound yourself.

  • The sampling mode only affects WebGL, which is not supported in IE9, so it's impossible it has any effect on IE! It must be random, or dependent on something else, and you've accidentally spotted a pattern.

    It's hard to know why IE9 is laggy - if your game is particularly intense in graphics, IE9's renderer is much slower than Chrome and Firefox's because it doesn't support WebGL. Try turning off WebGL and see if the other browsers are equally laggy. If so, you should just recommend your users use a WebGL-supporting browser.

  • We announced the early adopter deal ending on the blog, sent out emails about it, and mentioned it several times on our Facebook, Twitter and Google+ pages! How did you miss it? We tried hard to make sure everyone knew a few weeks in advance, if you're not connected up to any of our communication channels then I don't know how we could have reached you to let you know :(

    We sometimes run competitions like the current rotary competition - you could try entering and you might win a free license.

  • INI writes to disk, and you should never constantly write to disk like that! It's far too slow to be practical. You should only save to INI once, like at the end of the layout, or when the user clicks save. Hash table is all done in memory so there's no slowdown from going to disk at all.

  • rexrainbow you shouldn't modify the built-in plugins - it will make your project totally unportable to other installations other than your own, which could make bug reporting and sharing projects difficult in future. Also, for legal reasons, strictly speaking I don't think we should be using your code. So I'll see if I can get this in to a future build, but it may be incompatible with the changes you have already made.

  • You need to set the scale rate to 0 to prevent scaling, not the parallax. The parallax only affects scrolling, not size.

    Maybe my transforms are the wrong way round after all - I'll see if I can adjust this to make it more intuitive.

  • We just released Classic r2, which hopefully will dispel any fears it's dead. I'll turn on the autoupdate notification after a few days, just to make sure there's nothing wrong with the new build.

  • Well if anyone new finds the documentation, they shouldn't have to wait long before it's available!

    I'm hoping it will be out in the next few days, I'm just held up by a WebGL optimisation for Particles. It's complicated, but should get a solid 60fps on the demo I posted for most people on both Firefox and Chrome.

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  • Download Construct Classic r2

    Link to previous build (r1.2) changelog

    As you may know, Construct Classic has always been developed for free by volunteers. Scirra's focus is now on Construct 2, so it is now mostly developed by volunteers from the community. However, Scirra still helps with the build engineering and distribution. Many thanks particularly to lucid this build for several changes and helping test the beta builds. Other developers have also contributed, and they are credited in the changelog below.

    Runtime

    • [FIX]Fixed an issue with large projects which caused slight, but compounding slowdown per additional layout(Ashley)
    • [FIX]Fixed a memory leak that occurred when resizing a render target like canvas or the application window(lucid)
    • [ADD]Added new collision type, Angled Box, like bounding box that rotates with the object instead of enlarging to encompass the rotated object(lucid)

    Plugins

    • [ADD]Canvas: Added distort maps. (lucid)
    • [ADD]Sprite/Line/Panel/Box: Added Angled Box collision mode(lucid)
    • [ADD]Light Object: Added actions to set height and width.(lucid)
    • [ADD]Text Object: Added an action to set wordwrap on or off(lucid)
    • [ADD/FIX]XBox360Controls: Added set and get deadzone actions, so one can set deadzones for the analog sticks. Also, having the deadzone set to at least it's (imperceptably small) default value fixes a problem where the controller would register movement in unintended directions when the analog stick was close to the center.(lucid)
    • [FIX]Panel Object: fixed a problem where panels would not appear in the correct position when stretched or squashed(lucid)
    • [FIX]Panel Object: fixed a problem where a panel's collision/visibility box would be in the incorrect position when stretched or squashed(lucid)
    • [FIX]Function Object: fixed a performance issue where calling functions through expressions ran much slower than calling them through actions (lucid/Ashley)

    Behaviors

    • [FIX]Platform Behavior: ACE had duplicate names for several gravity expressions so you couldn't retrieve all the values(JayJay/FrenchYann)
    • [FIX]ShadowCaster Behavior: Set Activated action didn't work(lucid)
    • [FIX]Platform Behavior: Fixed a crash when platform behavior attempted to set animations to any object other than sprite(lucid)
    • [FIX]Drag and Drop Behavior: had an issue where an object with deactivated drag and drop behavior on top of another would prevent the one underneath from being dragged. (lucid)
    • [ADD]Drag and Drop Behavior: Added ability to set at edittime whether the object will continue dragging while mouse is outside the window.(lucid)
    • [ADD]Drag and Drop Behavior: Added ability to force a drag start or a drop. Also ability to force ignore drag movement, so you can ignore current mouse movement temporarily without dropping the object. Also, added source code to SVN(lucid)

    System

    • [FIX] Ceil was rounding up when it shouldn't. (R0J0hound)
    • [FIX] AngleDiff was failing in some situations and returning -1.#IND. (R0J0hound)

    SDK

    • [ADD]Added helper functions to the SDK to make it easy to create looping conditions.(lucid)
    • [FIX] The runtime function GenerateCollisionMaskFromTexture was causing a crash if called twice on the same texture. (R0J0hound)
  • It's possible in WebGL but not possible in Canvas 2D, so to make sure games always look the same we don't support it at all yet.

    We'll be adding support when we add our full WebGL shader effects system in future, which will properly support fallbacks for when effects aren't supported.

  • I don't mind, I did it to make sure we have the manual entry ready as soon as the release comes out. Shouldn't be long!