Ashley's Forum Posts

  • I think they'll be enabling that by default in a future release of Chrome, so probably best to wait it out then everyone's got it.

  • It upgrades the free edition to a licensed edition (which removes the free limits). You also get a badge on your profile pic - that's it, not really a premium account.

    Construct 2's installation is portable so you can use it on multiple computers. Just make sure you're the only person using it (if someone else wants to use it they must buy their own license).

  • No, it saves to the user's computer, not the server. But if you set level_progress on start of layout, it overwrites whatever was saved there before!

    You should only save a value when the user wants to save their progress. Then, you should read (not set) the value on startup.

  • You should be able to just get the speed in an 'on collision' event. However, I just tried it and it seems there's a bug - car's speed expression is not working. I've fixed it for the next build.

  • Mouse.X("MyLayer") returns the mouse's X co-ordinate on the layer named "MyLayer". You can also use the layer number. Same with Y.

  • It depends on the browser. I see you've got 'Preview browser' set to Chrome which does not have a hardware accelerated canvas. It runs 50fps in Chrome for me, but still silky smooth 60fps in Firefox 7 and IE9, which both have a hardware accelerated canvas. It's also slow in Opera and Safari which don't have hardware acceleration yet either.

    I think Chrome are adding hardware acceleration soon. Not sure about Opera or Safari.

    BTW, you shouldn't use an opacity of 0 to hide an object - it still attempts to render the object, which takes rendering time, you just don't see anything. Set the object to invisible and it does not even attempt to render the object, which is faster.

  • Hmm... if you use an 'on collision' event to pin the object instead, it seems to work. So it might be a problem with the 'is overlapping' event... I'll see what I can do.

  • This is due to the Rotate behavior. Unfortunately I forget to check the plugin ID and the official Rotate behavior conflicts with a third-party Rotate behavior, and this confuses C2.

    I'm afraid the only solution is to uninstall r64, install r63, remove all Rotate behaviors, reinstall r64, and add them again from the official behavior. Sorry! And apologies to rexrainbow who's behavior I broke.

  • Thanks for that rexrainbow, sorry for breaking your behavior, I'll be more careful next time!

  • What version of Internet Explorer is installed on your system? Construct 2 uses the IE engine to display the start page. We're only supporting IE7+, so maybe you're still on IE6?

  • That's really odd! You close C2 in between so there are no instances of C2 running, then open the second example, and the textures are wrong?

    I can't imagine how that would happen, and I can't reproduce on my machine. Have you tried updating your graphics card drivers? C2 doesn't cache any textures between sessions like that (unless there's a weird bug), so all I can think of is a buggy driver is caching them.

  • Oops, I was testing with all browsers and I left it on Chrome by accident. Fixed for next build, thanks for the heads up!

  • Yes, the Anchor behavior (new in r64) should do this for you. If you need more advanced alignment, as SullyTheStrange said the WindowWidth and WindowHeight expressions are the way to go.

    Make sure all your UI stuff is on its own layer, and set the parallax to 0,0 or the game's scrolling will mess up the positioning of UI objects.

  • The key should always be the same - it's like the address it looks at to save or load variables. Try

    key: "level"

    value: level_progress

    The way you have it now if level_progress is 5, you save the number 5 under the key 5. If you load a new game level_progress presumably starts at 0, so the plugin looks under the key 0 (which doesn't exist) and gets nothing back. So just make sure you use the same key for each value.

    'Session storage' also only lasts as long as the window is open - you probably want to use 'Local storage' which persists.

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  • If your object only has one looping animation, you don't need any events to play the animation at all! It will just play the animation as soon as the object is created.