Ashley's Forum Posts

  • Moving back to open bugs. Will double check the code at some point.

  • Amazing work! Good job!

  • How about mediafire.com

    I really hate mediafire, please don't use it. They throw loads of adverts at you and make you wait for the download. Dropbox don't show any adverts and you can download without waiting. So please use Dropbox instead, it's much better!

    —: I open the page and press Ctrl+Shift+J. First error listed is:

    pplication Cache Error event: Invalid manifest mime type (text/plain) dsc.squareserve.org/Player/offline.appcache

    So first of all your server is serving offline.appcache with the MIME type text/plain - it should be text/cache-manifest for the offline feature to work properly. However, it shouldn't affect the audio.

    By poking around in c2runtime.js, it looks like one of your audio files is:

    http://www.dsc.squareserve.org/Player/media/Goblins%20Marching%20in.ogg

    This is a 404 so won't play (if I got the URL right). Have you set up the MIME types properly as I described in my last post?

  • No - the only expression types supported are int, float and string. Arrays might be supported in future but not for the time being.

  • Well, that's odd. If you open one of the platformer examples from the examples directory it works fine.

    I didn't really design the platform behavior to work at such tiny scales. The player is only 6x11 pixels big. The platform behavior is only designed to work to the nearest pixel. So I guess the off-by-one-pixel rounding is causing the problems, which is a large amount compared to the size of the player.

    TBH it's difficult to make the platform movement more precise than to the nearest pixel. I'd suggest just designing your game with larger objects instead of scaling the layer.

  • I'm not sure what to do about this. You are the only person who has reported it AFAIK, so it seems everyone can save just fine, but on your computer C2 always crashes when saving any project whatsoever.

    It sounds like a problem with your computer, or maybe somehow the install has become corrupted. Maybe try completely uninstalling, clearing browser cache, and reinstalling from the site?

  • You can use PhoneGap to package it up to a native Android app. There are instructions on the PhoneGap website. However it's a long and complicated technical process. We're looking in to ways to build this in to C2 in a future build and make it easier.

  • I'm afraid you cannot use the free edition of Construct 2 for commercial purposes (see how licenses work). Promoting a commercial app with a demo counts as commercial purposes so you'll need at least standard license. If you make over $5000 USD in revenue you need to upgrade to a business license.

    However, if you're going to be profiting from your Classic game, a license should not be expensive compared to your sales!

  • Just a heads up, the file format is .m4a (which is AAC audio, but in a different container).

  • That's not vague at all. Once Condition 1 and 2 are tested they are not tested again. Wait literally just means wait then carry on from where it is currently at. By the wait action it's already tested all the conditions before it so it won't check them again.

    However, since Condition 3 hasn't been tested yet, if it becomes false during the wait, it won't run after the wait.

  • Seems to work fine here in Firefox 7. If you press Ctrl+Shift+J after it locks up are there any errors? (You might need to press Clear before it happens to make sure other site's errors aren't showing)

  • Audio in HTML5 is a nightmare (see our blog posts on the subject). Different browsers support different formats, and different formats require different encoders, and some encoders are expensive and would mean putting up the price of C2.

    We managed to get audio working after significant effort and some hacks to get around encoder licensing (e.g. using Windows 7 itself to encode AAC). However, the situation for video is even worse. Getting it to work at all would be a long and difficult project, and we don't really have the resources to spend doing that right now. Not only that but videos are also often extremely large and incredibly bandwidth consuming which makes them unsuitable for lightweight casual games. So I'm afraid given all this we aren't really planning on adding video support for the forseeable future.

    It's possible somebody could write a plugin that supports this. However, you would have to deal with the difficulties of encoding to multiple video formats yourself.

  • You can try playing with the WindowWidth and WindowHeight expressions (which returns the width and height of the current device's display), and the Set Layer Scale action (which allows you to zoom an entire layout in and out).

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  • Can you post a .capx demonstrating this?

  • Dropbox should work fine - just make sure all the files are uploaded in the same folders, in the public folder, and it should work OK. Link us to your game on Dropbox if it's not working and maybe we can see what's gone wrong.

    Another new alternative is you can try publishing to the Chrome web store - if it's under 10mb you can make a Packaged App which is hosted on the Chrome Web Store itself.

    —, can you also link to the uploaded project so we can take a look?

    Here are some tips to make sure it's working:

    1) Press Ctrl+Shift+J in most browsers (F12 in IE) and check the Console for any error messages. You might get something like "GET soundeffect.ogg failed", which means the file soundeffect.ogg is probably missing.

    2) Make sure your server is set up to serve the following MIME types:

    .ogg - audio/ogg

    .m4a - audio/mp4

    .appcache - text/cache-manifest

    By default servers do not serve files with extensions they don't recognise. So if your server is not set up right, you'll get 404 Not Found even if you directly visit the URL of one of the .ogg or .m4a files you uploaded. (Visiting the URL directly is actually a good way to test this.) This would explain why no audio plays after uploading.

    Please always link us to the project you've uploaded if you're having trouble though - we can poke around and test these things ourselves, but we're stuck guessing if you don't give us the URL.