Ashley's Forum Posts

  • Sorry, the external tool is only for editing a single image.

  • Closing, please see the bug report guidelines.

  • If you set the loading style to none then you have already disabled C2's default loader.

    The loader layout still itself needs to load though, so I'd recommend leaving in at least a progress bar or percentage.

  • Closing as won't fix - C2 won't watch for external changes, and besides, there's nothing for it to save anyway - changing the contents of a project file does not cause anything else in the project to be saved differently, so there's no point enabling the save button.

  • Closing as not a bug: it's still got the same velocity and goes through the same deceleration as if you left it enabled, but just delayed since you disabled processing of the behavior.

    If you want to disable the behavior *and* remove its current velocity, set the X/Y vectors, as suggested.

  • Ah, right. It looks like you can just press "ignore" and the project still works. I removed the message from the next build so it doesn't appear.

  • Closing as won't fix - you should not use animated Physics objects. The Physics behavior treats a change of frame as destroying the physics body and teleporting a new one in its place (to take in to account changing collision poly, size, origin etc). Therefore animating objects keeps destroying the physics body you're applying force to.

    The workaround is to use a non-animated invisible physics body and then place the animating spite on top.

    I think that's not mentioned in the documentation, so I should probably add that somewhere...

  • I can't reproduce any issue on Windows 10 64-bit with an nVidia GTX 1070 - it looks like this, which AFAICT is correct: https://dl.dropboxusercontent.com/u/15217362/9patchrendering.png

    It never changes as I scroll/zoom around.

    Graphics drivers are total garbage and I definitely can believe that two vendor's drivers are broken. Graphics vendors optimise like mad for the latest AAA game releases, and they often break less used apps. It is entirely plausible that both vendors made some optimisation for a recent game that breaks C2.

    It could be an issue with C2 itself, but there are two points against that:

    1) I should be able to reproduce it in my copy of C2, but I cant, suggesting the C2 code can work at least sometimes, and

    2) it ought to reproduce in both the 32-bit and 64-bit versions identically if it's a logic problem with C2's code, since we compile the same source code for both builds.

    So this seems like it could be some kind of 64-bit driver issue, but I have to admit, I'm not sure. These kinds of problems are notoriously borderline-impossible to solve. We've had a bunch of them in the past. At least this isn't a serious one - we've had "C2 crashes on startup on all Radeon cards of this model" in the past...

  • Fullscreen mode 'off' isn't actually supported in NW.js mode - you're supposed to use letterbox scale (or letterbox integer scale for pixel art games). Closing as wont fix - if you have any issues that prevent you using those modes, please report them separately. Note NW.js has fixed an issue where the window did not always appear at the correct size in 0.18.0+ so make sure NW.js is up-to-date.

  • I'm not sure exactly what you're reporting here. When you say "not triggering the event properly", which of the 11 events are you referring to? What exactly are you expecting to happen and what do you observe instead?

  • Thanks, should be fixed in next build.

  • I'm not sure exactly what you're reporting here, it seems to work identically in Chrome and NW.js 0.19.2, and it appears to be working correctly. I'm only testing with mouse input though. It sounds like you're reporting that the box should not be destroyed when you end a touch, but your events destroy the box when the touch ends, so it seems you intended that.

    Please always go in to as much detail as possible in bug reports to avoid confusion like this.

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  • Thanks, should be fixed in the next build.

  • Thanks, should be fixed in next build.

  • Thanks, should be fixed in the next build. The workaround is just to turn off rotation in the 8 direction behavior - it's trying to rotate 9 patch which is not a rotatable object.