Ashley's Forum Posts

  • I'll try get this in to the next beta.

  • The limit includes layers as well.

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  • Animmaniac - ah, that makes a lot more sense now (with the typing in suggestion). I do quite like the idea. Editing parameters in-place could come first, and then typing in a new condition/action is an extension of that.

    The three-pane dialog does have some nice features, but I think there's still some issues around how to usefully show expressions without confusing anyone. Also if we had it as a kind of "advanced edit" dialog in addition to the current multi-step system (which would be preserved for beginners), as well as the typing feature, then that's a lot of different ways to add and edit events. Each one is a lot of work since the event system is deceptively simple - internally there are a lot of special cases and corner cases which need to be comprehensively covered. In an ideal world there would be just one perfect way of doing it, but I think in practice it will be best with a couple of approaches, but I wouldn't want to explode the UI in to a whole bunch of different ways of doing the same thing. For example the current multi-step feature could be aimed at beginner/intermediate users, and then typing in events provided for advanced users who know most of the events already. That covers beginner, intermediate and advanced users, so then who would the three-pane dialog be for? Maybe we could do without that? Or maybe the multi-step dialogs could be a subset of the three-pane dialog which can optionally expand out in to that "full" view? It's interesting to think about these options...

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  • UI is hard. I'm not saying it can't be improved, but I can think of several difficult problems with every proposal here.

    Any form of typing in conditions and actions needs to be able to enter parameters as well. (If not you just have to bring up the parameters dialog again which kind of defeats the point of typing in events.) So typing in "Sprite overlaps Family at offset (3, 5)" requires having a way to unambiguously parse out the parameters "Family", 3 and 5 from the entered string. This is only semi-possible. It's not a strict enough system to remove ambiguities. For example imagine two conditions with these names:

    Sprite: overlaps [object]

    Sprite: overlaps solid

    If you type in "Sprite: overlaps s", which condition are you typing in: "overlaps solid" or "overlaps [object]" with an object name beginning with "s"? I am sure there will be many examples like that, especially when including translations, which could make it pretty frustrating to use. There are also extraordinarily tricky parsing problems in cases such as this:

    Sprite overlaps Family at offset (Function.call("calc", 3, 5), max(3, 5))

    where the commas in the function call have to be identified as different to the comma from the condition description text, and similarly with the parentheses. Again I am sure in some cases this will be impossible to resolve unambiguously depending on the condition description text. So this could end up being a feature that sounds nice to have, but actually turns out being difficult to use and semi-impossible to implement. It could be fixed by using special tags to identify parameters, e.g.

    Sprite overlaps ${Family} at offset (${Function.call("calc", 3, 5)}, ${max(3, 5)})

    ...but it seems to me that's a pretty ugly thing to have to type in, and is beginning to look like a weird mishmash of natural language and a pseudo-programming language! You could remove the natural language part and go full syntax with something like this:

    Condition(Sprite.Overlaps, Family, 3, 5)

    ...but now you're in to the realm of inventing your own custom programming language, and you may as well go with a mature industry-standard like Javascript, which contradicts the "no programming" message we have been focusing on for years.

    The alternative UI design is interesting. I could nit pick about scalability for large projects and lacking search boxes, but I think the main problem is information overload. It shows everything at once and has so many sections it's a sort of god-dialog that tries to encompass everything. I think good UI design is as simple as possible. Also IMO the biggest flaw is how it swaps the conditions list for expressions - the dialog is already so packed that there is no more room, so it recycles the middle pane for the fourth expressions panel. Lots of beginners get confused enough by the difference between conditions and actions, and then swapping conditions for expressions - which are very different things - will probably trip up a significant number of beginners in to being unable to figure out WTF is going on.

    I'd point out the current system of using three separate "pages" with one floating dialog for the expressions list keeps everything simple by splitting the steps, and should be fully navigable by keyboard shortcuts. (I think I remember someone saying they can more or less "type in events" just by getting really good with the keyboard shortcuts.) There's also the back and next buttons to easily switch between conditions and objects while preserving as much state as possible. So I think it's closer to keyboard-navigable than some people think. Radical departures from this really need to be thought about very carefully. I'd add that I don't think I've seen anyone complain about the current system for a long time, so it seems to be working well.

  • You could try uninstalling it from all computers first (which I think can be done silently), then reinstalling (which should not prompt as it was already uninstalled). Alternatively as pointed out, the install is portable - you can install it on one machine, find some way to copy the install directory to all the machines (and probably a couple of shortcuts), and it will work on all of them. The installer just moves files around.

  • Yeah, I think they're removing it and it won't work any more. The doppler related features of the Audio plugin were already removed some time ago now IIRC.

  • There is no .capx and none of the fields in the template are present and filled out. As per the bug report guidelines, these kinds of reports are not actionable.

  • That is what the free edition exists for. We can't put everything in the free edition, otherwise there is no reason for license sales and then we can't run the business!

  • Closing, please follow the bug report guidelines. It would also be useful to describe precisely what you mean by "corrupted" audio.

  • If it were possible to work around the limitation by simulating touches, we would have done that already. Unfortunately it's not possible.

    You should be able to play sounds at any time after the first touch. Only music can't play until the next touch after it's started. There's really nothing that can be done about it, it's a stupid limitation in both Safari and Chrome for Android. If you categorise the audio as a sound instead, it can play any time after the first touch, but then that fully decompresses the entire track in to memory which is pretty wasteful, whereas music can stream. So the restriction is completely pointless and encourages wasteful workarounds, but browser makers won't seem to budge on this.

    TBH I would just ignore the limitation and let the engine do its workaround where music starts on the next touch after playing. You don't really need any "touch to continue" screens, it just won't start music playback until the user touches the screen, and if they're doing that a lot in your game hopefully they won't notice.

  • Hmm, it wouldn't surprise me if Google changed the IAP support since we added it. I don't think it ever got any real testing anyway. I'll see if I can review it for the next build.

  • It is absolutely not an NPAPI plugin. Construct 2 does not use plugins at all (the whole point is it being HTML5 without needing plugins). So maybe their malware detection falsely triggered, or they think you're violating some policy.

  • We fixed some bugs for Firefox multiplayer compatibility in the latest releases. Check you're using r216 or newer.

  • If it doesn't work out of the box, it's broken, and it's not our job to fix it. Why not report it to the developers of the library? I've really had a terrible time with trying to fix other people's stuff, such as spending exasperated days wasting time over terrible CocoonJS bugs back when we supported that, and it ends up killing all productivity. It's far too costly to spend time on that when we still have a lot of work to do on Construct 3 and simultaneously maintaining Construct 2, especially when Apple are probably already working on a well-tested officially supported version of WebRTC. So please don't ask me to get involved with fixing someone else's library.