Ashley's Forum Posts

  • I've taken a quick look at this. I can't see any problems. I see the ball drop to the ground and stop, that's all. What are you expecting to happen? I'm not Davo, and Davo wrote the Classic custom movement, so none of this is obvious to me I'm afraid, you're going to have to spell out what you're expecting to happen.

    I see the ball drop and then onGround is true and the Custom Movement's dx and dy are both 0 (because it has stopped). I don't know what Davo did in Classic, but in the HTML5 custom movement, if dx and dy are both 0, it doesn't step, because there's nowhere to step to. So the first event will not be running (On CustomMovement Step). Perhaps the Classic custom movement still stepped there?

    * There's no 'decelerate' action for the Custom Movement. Why there is none is beyond me, honestly, it's practically necessary for any movement that needs the object to slow down gradually rather than stop on a dime.

    Isn't 'decelerate' the same as using a negative value for 'accelerate'?

  • Click 'Browse all examples' in the welcome screen and open 'Platform 3 (UI).capx'. That shows how to keep text on screen using a layer with parallax set to 0,0.

  • I included the Pathfinder behavior by accident! I added it to my dev build but forgot to remove it, so it ended up being bundled in to the next release. I didn't mean to - I always ask for permission before including plugins, and I didn't ask to include the pathfinder behavior! - so I've now removed it as I intended. You just need to grab it off the forum for it to work.

  • We've had a number of bug reports like this - I'm aware of an issue but I can't reproduce any problem here, so it's very difficult to fix. It would be incredibly useful to have a .capx and a fixed set of steps that reproduces the issue... any chance you could come up with that? In all my testing using C2 myself I've never had this issue, so everyone must be doing something different to me. I'll double check the code anyway.

  • The behaviors don't integrate yet. It's something I'm going to work on for a future build!

  • If no instances of an object exist, all its expressions return 0, including its width and height (there is no instance to get the width or height from). If you look at the math you'll notice that ends up making an object at 0, 0. Either hard-code the width and height with numbers or have an initial object off the screen.

  • When there's an error you should see a balloon tip pop up pointing at the selected text telling you what the error is.

    What version of Windows (and service pack) are you on? From the screenshot it looks pretty old. Maybe it doesn't support balloon tips, or you have them disabled?

  • The text rendering library we use in the layout view only supports certain kinds of font. Sorry, there's not much we can do, it's not our code, so it probably won't change.

    Don't forget if none of your visitors viewing your HTML5 game have that font installed, then they won't see the font! Their computer will pick another one instead.

  • Congrats on managing to upgrade your driver despite hardware vendors doing their best to make it difficult :)

    Can you post the .capx that doesn't preview?

  • Fimbul, yep, that's what containers do from CC. They'll probably come after Families.

    shinkan - families is a big job! Maybe a month or more's work. Physics I could get done in a few days so I did it first :)

  • Physics objects only collide with other Physics objects. You need to add Physics to the floor (and set it to immovable) - and add physics to any other objects you want it to collide with!

    Think of the physics world being a separate world pasted on top of your layout. Anything without physics is invisible in the physics world.

    Edit: ninja'd!

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  • Negate an 'is overlapping' condition and add 'trigger once'.

    e.g.

    + A is not overlapping B

    + Trigger once

    -> ...

    Watch out for it running on start of layout if the objects do not start touching each other - the event is still true in that case!

  • Oops - it's a different bug! It doesn't set the redraw flag. If something else is changing in the game, it will redraw and show the object at the new position. It's very unlikely to affect real games, but I've fixed it for the next build anyway.

    Thanks for heads up about "hotspot" - also fixed.

  • We know that's a bit of a contradiction - we're working on some additional export options for future!

  • Just want to take the opportunity to thank Kyatric for being really helpful and dedicated on the forum! Thanks very much!