Ashley's Forum Posts

  • The Text object's 'Set web font' action does not internally specify any particular character set; it simply switches the font to "Stylo Bold" and redraws the same text. Are you sure the font you have chosen actually includes cyrillic characters?

  • This is a bug in Chrome (and a pretty weird one!), not Construct 2. It works correctly in Firefox and IE11 here, as well as Chrome Canary, so it looks like Google already fixed it and it just needs to make its way down to a stable release.

  • Thanks, should be fixed in the next build.

  • Closing as not a bug. From the Anchor behavior's manual entry:

    [quote:38q22xz0]Objects using the Anchor behavior should also be placed on a layer with its parallax set to 0, 0. Otherwise as the game scrolls the objects may "lag" behind the screen.

    If you do this, it works perfectly.

  • This is indeed how the event system is intended to work - you can never pick instances outside of those previously picked in the same object type, unless you use "Pick all".

    You can however pick instances from a different object type, which includes families. So all you need to do is make a new family with just the red square in it and test the overlap with the family, which includes all red instances. This is much simpler than cacotigon's workaround. Here's a .capx: https://dl.dropboxusercontent.com/u/15217362/fixed%20overlap.capx

    Closing as not a bug.

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  • Sorry for the wrong close, you're right, it was broken in r198. Should be fixed in the next build.

  • Sorry, this is just how the physics engine works: you can't disable collisions for objects that are already colliding. It only tests if the collision is disabled at the initial point of contact. Closing as won't fix.

  • Closing as not a bug. The gamepad plugin uses a radial deadzone, not an axial deadzone. So when you push the stick a radius of 90 in any direction away from the center (since you specify an analog deadzone of 90 in the given .capx), then you "unlock" the full precision of both the X and Y axes. For example moving it upwards as carefully as you can will eventually exceed the dead radius of 90, and then return a position something like (-0.01, -90.01) since it is nearly impossible to position the stick so that it measures exactly zero. Since you simply test positive or negative values, in this case the error on the X axis registers horizontal movement and makes them move diagonally.

    The workaround is really simple: change your events to have an axial deadzone. Just compare < -25, > 25, etc. instead of comparing to 0.

  • Thanks, should be fixed in the next beta.

  • Closing as not a bug.

  • Can't reproduce in Chrome on Android 5 on a Moto X. From your screenshot it looks like you're running the device stock browser instead of Chrome (it looks different). Are you sure the problem reproduces in Chrome? You may have to install it separately from the Google Play Store. We won't fix bugs in the stock Android browser because its got pretty poor HTML5 support and sometimes lacks support for things like high-DPI display (which looks like the problem here).

  • If it works in C2's preview mode but not after you export, either you are running it wrong (e.g. trying to run from disk, which won't work), you uploaded it to the server wrong (e.g. missing some files), or the server configuration is incorrect (e.g. missing MIME types). It's also possible it's a glitch caused by buggy graphics drivers. None of these are bugs in C2. Include a link to your published game for more information.

  • There is nothing we can do unless you can provide more specific information about how the problem occurs. We can't debug an issue with reproduction steps like "work on a project for an hour and hope something happens", especially since debugging a problem often involves running through the steps several times. Please file a new report if you can find any more information about what it is that's really causing the problem.

  • Closing as there is nothing we can do without steps to reproduce (required by the bug report guidelines).

  • It's not a bug that it creates new instances. Since you are using a global layer, it's like copying and pasting that layer's contents to the other layouts. Therefore it's like having another 4 global instances on the second layout. It is working correctly by creating another 4 instances as it goes to the next layout. It's a bug that they have the same UIDs though - this is fixed for the next beta.