Ashley's Forum Posts

  • Closing as not a bug: it is currently by design that the targets are shared for the entire object type. The 'add target' action affects all instances, not just the picked ones. I guess this is a feature request, but it isn't a bug.

  • Thanks, fixed for next build.

  • Audio is not supported using Cordova on Android 4.4 and older. It should work with Cordova on Android 5.0+, or when exporting with Crosswalk (which is our recommended way of publishing to Android). Since you did not specify the Android version you tested on I am going to assume this is the problem and close this report. If you still think there is an issue, please file a report following all the bug report guidelines.

  • Should be fixed in the next build.

  • I can't remember why it does preventDefault there. I've changed it for the next build anyway, I guess we'll find out why it was there if there was a reason

  • Your .capx link does not work, it just redirects to the filedropper front page. Try dropbox instead. Closing, please post a new report that follows all the bug report guidelines.

  • Thanks, should be fixed in the next beta.

  • I don't see what that has to do with whether or not you test in Chrome? It is an essential part of making a useful bug report to test across all browsers and report that information to me, so I can do the same and compare my results. It is very common that what I see is different to what you describe, and therefore this is an essential step in communicating the issue and getting to the bottom of the cause. Why don't you want to install Chrome?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks for the report, should be fixed for the next build. I can't reproduce any issue with Sprites though, please file a new report if you still have an issue there.

  • Fixed for next beta.

  • I could reproduce this on an iPad Air 2 running iOS 8.3 using preview-over-wifi - no need to export. I am certain this is a bug in Safari. It works perfectly in Chrome for Android, but the combination of fullscreen mode "off" and high-DPI mode on makes Safari size the canvas too large. It seems Safari tries to apply some special-case sizing logic, which simply breaks it. I literally wrote code which was working like this:

    set size to width + 1, height + 1: appears correctly but off-by-one

    set size to width - 1, height - 1: appears correctly but off-by-one

    set size to width, height: appears double size

    set size to width * 2, height * 2: appears double size, the same as the "width, height" size!

    Since it appears to be impossible to set the correct canvas size, I've implemented a workaround for the next build: it turns off high-DPI mode on iOS if fullscreen mode is "off". You can do this yourself as a workaround - set high DPI off in project properties and it works correctly. Letterbox scale is not affected so one workaround is to use letterbox scale and display it in an iframe (which I'd recommend anyway - fullscreen mode "off" was invented before mobile devices and does not really work nicely for them).

  • It works for me on iOS 8.3 on an iPad Air 2, building with PhoneGap Build instead of Intel XDK (can't seem to get the XDK to accept my certificate right now). In theory both build a Cordova app so this suggests C2's code is correct and perhaps the XDK build settings are incorrect or there is a bug in the Intel XDK itself. I'd recommend taking this up with Intel if you still have trouble.

  • Please test with Chrome, it's an essential part of bug reporting to identify browser-specific issues.

  • Thanks, should be fixed in the next build.

  • Can't reproduce, try updating your graphics driver.