Ashley's Forum Posts

  • We already support universal apps, and if there is anything we need to change to support the Xbox One then we will obviously do that as soon as humanly possible.

    As for Spartan I've heard it has performance improvements, so it should be a nice improvement over IE11 - but I don't think they have any plans to port it to windows 7/8 right now, so the ridiculous OS support limitations of IE will continue... even if Spartan is as good as Chrome, I'd still recommend Chrome or Firefox simply because you can get the latest version on any OS!

  • It's happening here too, but I have no idea why. It had minimal changes from r196 and I double checked and it still has a valid digital signature. So it seems Windows or Chrome has just randomly decided to start blocking it.

    Not sure what we can do so I guess you'll just need to download with a different browser, or grab the torrent.

  • The C2 runtime never makes any location requests, unless you add the Geolocation plugin and request the location, or use a third party plugin that does the same.

  • I am still not clear which part of the editor/UI/runtime you are talking about. Please file a new bug report following the guidelines and attach some screenshots since I think you need that to demonstrate what you are seeing.

  • Please report bugs separately in future - it makes it easier to track the open/fixing/closed status of each issue.

    1+2 should be fixed in the next build. I can't see any issue with 3, it looks more or less the same with both engines here, and the built-in revolute joint example seems to work very similarly too. Please file another report if you still think there is a problem. Closing.

  • Oh, I see. Well, unfortunately it looks like you simply can't mix the 'Seamless' property of a tilemap object between layouts. All object types share the same textures, and in seamless mode textures are created differently to non-seamless mode. So every instance of a Tilemap object type has to use the same seamless mode. I've documented this limitation. Closing as won't fix.

  • I'm assuming this is caused by the audio plugin which has a mistake in r196 and causes a javascript error on startup on some systems. Besides as per the bug report guidelines in order to investigate this further I would need a .capx.

  • Closing, please follow the bug report guidelines. I have no idea what you are talking about here.

  • Should be fixed in the next build.

  • The IAP plugin makes no use of jQuery at all, so I don't see how this could affect it at all. If you have a problem with IAP please report it separately following all the guidelines. Since it is not clear that this report actually causes any problem at all I am closing it.

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  • Closing as can't reproduce, please follow the guidelines and attach a .capx that demonstrates the problem.

  • Should be fixed in next build.

  • Should be fixed in r196.2 incoming shortly...

  • Can't reproduce with the latest Chrome. I'm not really interested in testing old node-webkit versions, since Chrome updates usually improve performance and has focused on asm.js in particular lately. So you're basically testing Chrome 35 and I'm testing Chrome 40 (which will come through to NW.js soon enough).

    I get 1200-1300 objects with box2dweb and 2200+ objects with asm.js here on Chrome, and the dt variations were not much different - in fact it was much more stable at first with asm.js since it could easily reach a steady 60 FPS until the object count started reducing the framerate. The variations may in fact be crbug.com/422000 anyway.

  • I don't think it's a bug. The 8 direction behavior will prevent the object being stuck inside a solid, so when it collides, it fires 'On collision' then backs out to its last position so it's not inside the solid. This happens in jumps since the object is moving speed x dt pixels per tick, so is usually not exactly aligned with the solid edge. If you keep pressing the direction key again it will accelerate towards the wall again and get a bit closer. So maybe you want to wait a fraction of a second before stopping it.