Ashley's Forum Posts

  • As of r233, it should work correctly on both, so long as the features are available (e.g. charms were removed from Windows 10, so features relating to that won't work)

  • No, it's not easily extendable I'm afraid. However it does implement most of the nodes through the different types of effects you can use.

  • I've seen this requested before, for other reasons too. I'll add it to my todo list.

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    2D flowchart systems like that are pretty much completely different to events.

  • Hi everyone,

    We're trying to get access to the Xbox Live APIs so we can integrate them with Construct 2. Apparently as part of their planning process, Microsoft want to know more about what C2 devs want from it, including:

    • how many developers are interested in Xbox Live? (I created a poll so you can vote "yes" to indicate)
    • what features are you looking for? (e.g. leaderboards, multiplayer) - please post replies to this thread with what you want!
    • they're also looking for "developer quotes" - I guess if you really want it, just post a reply saying how badly you want it

    Anyway, please vote and reply, and hopefully this will encourage Microsoft to give us access to better integrate Construct 2 with Xbox One. Thanks!

  • Closing as per the bug report requirements: we need a minimal .capx, not your exported project. The requirements explain in detail why we are strict about this and why you should never ignore them.

  • Closing, please report XDK issues to Intel.

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    This post is years old now and was only made for the very first testing of the initial Gamepad plugin. It's way out of date now, if you have any other issues you should probably start new threads. Closing this thread now.

  • Could you test r233? As per our bug report guidelines we ask you to test the latest version only to avoid reporting bugs we may have already fixed.

  • The canvas does not use any image elements at all, so there's nothing to set alt tags on. It's a HTML5 canvas that is directly rendered in to, there are not any more HTML elements - unless you use form controls, which you should be able to set things like placeholders or titles on. I'm not sure what else you'd be after?

  • If you use Greenworks, you need to stick to the specific version your version of the Greenworks plugin is built for.

    Otherwise, just use the latest.

    The old versions are mainly there in case you run in to a bug and want to roll back.

  • We don't normally investigate bugs that are not minimal projects. The attached .capx has 53 events, it probably only needs 2-3 to demonstrate the problem. There are also 3 layouts, non-trivial controls that I can't figure out within a minute or two, and no description on what to actually do in your .capx - this is why we ask for minimal projects.

    Anyway, "dead center" of the target object is such an infinitesimally small target area that in practice it will never hit "dead center". This is made worse by the fact fast-moving objects can step large distances every tick (e.g. at 600px/sec, it's stepping 10px per tick, so it may not even stop on top of a 5px object). To solve this there is a radius tolerance where it can be near to but not exactly on the destination and count as arrived. Therefore this is by design.

  • The Bullet behavior treats a "set speed" action as "calculate current angle then set magnitude of current movement at that angle". This has the effect of treating a negative speed as "point in the opposite direction then set a positive speed".

    I agree it's a bit strange but I'm concerned about changing this since it could break existing projects that use that feature. It's also a pretty minor quirk IMO. So although the issue is probably valid, closing as won't fix.

  • The fact this happens only on Chrome for Android strongly indicates a problem with Chrome and not Construct 2's code, but I will leave this open for investigation later.

  • Sounds like this Chrome bug which was previously discussed here.

    Closing as this is a Chrome issue. Also it looks like as per the last comment in the Chrome bug they've already done something about this, and I verified the jank is much smaller in Canary. It probably won't be entirely eliminated though - the reason for the jank is the browser lazy-loading the positioned audio playback engine the first time you use it.