Ashley's Forum Posts

  • Just add an 'is on-screen' condition, right click it and select 'invert'. Now it means 'is off-screen'.

    However, objects off-screen are already invisible. The engine does not attempt to draw any objects off-screen, so you won't gain anything by trying to do this yourself.

  • It's not your fault - games should never show as a blank screen. We'll try and get this sorted. I guess you can get by without minifying for now.

  • Does it work if you disable 'minify script'?

    Are you using any third party plugins?

    Some third party plugins are written wrong and break when passed through the minifier.

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  • Heh cool, let us know how it goes :)

    *expects huge sales spike in December*

  • I'd say it should hold up pretty well by now. I'd recommend keeping backups (always, even with stable software) and it should be fine. We're also planning some new features to make big projects easier to manage soon.

  • You can't right now - you can always manually flip the image in the animations editor, or use a hidden "real" object for the player and just position the player on top, using the angle to flip the object.

  • The AJAX object is like requesting the page in your browser. So the code for the page runs and returns the page content like usual!

  • I read that article, but most of the tips apply to software renderers. We're gunning for hardware accelerated implementations all round. Things like not rendering at floating point co-ordinates only make a difference for software renderers - on hardware accelerated canvases there should be no measurable difference.

  • We're aware of problems with touch input in Android - we're waiting for Android 4 (Ice Cream Sandwich) to be out, which I think should be soon. Our PhoneGap support is aimed at Android 4 as well, so I wouldn't expect it to work well until then.

  • Hi, just want to say (a little late) I've read these suggestions - the little things might be able to be included in a future build, and the bigger things are definitely good ideas too, they just might be put off a while! I'll come back to this thread in future.

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  • Usually Paypal clears and the email is dispatched within 24 hours. However, I noticed your payment has come up as an eCheque, so it could be a couple of days I'm afraid. I'm not sure why some payments come up as eCheques, probably just a quirk of the Paypal system.

    We've had a few cases where users enter an email address which isn't working/is full/etc. and then cannot receive their license email. If it's been a week and there's no sign of an email, send us an email to licensehelpopv@scirra.com from another account with your transaction ID and we can manually re-send your license.

  • Our UI library does this. Apparently it's a standard shortcut (but nobody seems to expect it, it surprised me too). I'd turn it off if I could figure out how, but the library doesn't seem to expose a setting for it!

    Just something to get used to I think.

  • Unfortunately the only way to get collisions working reliably for the platform movement is to count adjacent objects as overlapping. So two 32x32 objects positioned at (0, 0) and (32, 0) count as overlapping. I'm afraid it's just something you have to work with - if it's changed so they don't count as overlapping, some weird platform bugs start appearing.

    As for a workaround, how about using a full-size collision mask, but setting the object size to 31.9 x 31.9?