Ashley's Forum Posts

  • It's still not always possible if the angle has changed and it's too big to fit in its current position or indeed anywhere within a few pixels in any direction. In this case it considers itself trapped and resorts to a find-the-nearest-gap algorithm which works in an 8-direction pattern and probably doesn't find the nearby gap because it doesn't align with any of the directions it's searching down.

    Changing the angle on bouncing in a tight area is a really complicated problem, the best thing to do really is to just not change the angle!

  • ilimi - if you disable "cache icons for better performance" in Preferences, does it fix it?

  • I guess sometimes they're oversights. Could you make a list of all the missing ones you want added and then I can go through them and add them?

  • FYI none of our official export options support WKWebView right now, in particular because it has bugs that prevent Cordova supporting it, so it sounds like you're using an unsupported export process anyway?

  • To me the best way would be to finish running the event sheet (which includes finishing the trigger events, so basically stopping the sheet) THEN destroy all objects and change layout.

    It already does that, but destroying objects just before changing layout still triggers 'On destroyed' for those instances (since they're being destroyed by the engine). Triggers still work normally in this case and then you end up creating a new object halfway through the engine's process of switching layout. This is a really awkward time to create a new instance. If the engine then destroyed that instance again, then it risks firing another trigger which creates another instance which the engine then also needs to destroy, creating an infinite loop and hanging (this is what my reply to the other linked bug report was getting at). So it doesn't try, it just destroys everything then switches layout, and if any new objects were created they end up on the next layout.

    The workaround should be simple: in the 'go to layout' action set a flag to disable the creation of new objects in 'on destroyed' triggers.

    I can't reproduce the "drawing instance on wrong layer" error in the .capx you provided, so I have not attempted to investigate that. Please file a new report with a .capx that reproduces that particular issue if you want me to have a look at that.

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  • Sorry, I'm not sure there's anything we can do about it - it looks like that's just how the Box2D physics engine responds to the settings, and that code is maintained by the Box2D developers. FWIW it seems to do it less (but still a bit) in asm.js physics mode.

  • If it's an Apple bug then hopefully Apple will fix it.

  • Closing as not a bug - it's actually working correctly, given that the event runs with two instances picked, but your events assume there is only one object picked. Simply add a 'for each' after the condition and it works fine.

  • Looks like a bug in IE11. Worked around it for the next build.

  • Closing, please follow the bug report guidelines.

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  • Closing, please follow the bug report guidelines.

  • I don't think there's much we can do about this: since 'Set angle' is 'Yes', the object has to also rotate in the direction it bounces off. In a very tight angle like in your demo, setting the angle to the bounced direction may then mean it's still overlapping the solid, and then it runs out of options. I'd recommend having 'Set angle' set to 'No' and place a rotating sprite on top of it to get the same appearance.

  • Closing, please follow the bug report guidelines.