Ashley's Forum Posts

  • Try to remember to clearly state what your .capx is and any extra steps to reproduce the problem. We ask for a .capx that reproduces the problem, and it's confusing if you provide one that doesn't reproduce the problem and actually needs extra steps you didn't mention.

  • It's odd that you report an error message to do with asm.js when the provided project is not set to use asm.js physics - it's set to use box2dweb.

    Can you confirm that it is the correct project and that this setting is accurate?

  • I checked in the debugger and the images have different hashes. Therefore they must have at least one tiny difference anywhere in the image. Image deduplication does work between different sprite objects, and I verified this works by replacing the first two images with an all-blue and all-red opaque rectangle, and it correctly deduplicates on export. So it is working. The question is how the images end up different.

    I would guess that happens due to alpha premultiplication somehow. Premultiplying then unpremultiplying is a lossy operation, but I don't know how that could happen. I checked and if you use "Import frames - from files" and choose a .png file, it simply copies the file to the project without touching it, so it should remain identical. Hmm...

  • Closing as not a bug, please make sure you have really found a defect in C2 and not just made a mistake when making bug reports.

  • Closing as won't fix, we don't support iOS 6 any more. Why not update your phone to iOS 7.1?

  • Closing as won't fix. I have no idea what you expect a trigger in a loop to do. Triggers don't run whenever you ask them to, even if you ask them over and over in a loop. Instead they fire when an event happens. They usually fire outside of normal event sheet running (especially for input events), so it's impossible it could fire during the loop. Putting them under a loop basically makes no sense at all with this. I guess the editor should prevent you doing it in the first place, and the error message suggests that, but hey, we have more interesting things to be working on...

  • Closing as won't fix, as documented "Else" really means "If the previous event did not run", and in this case it usually runs so the Else event never runs.

    Workaround: just use another event like "num = 0 or num = 2".

  • Thanks, should be fixed in the next build.

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  • Closing as not a bug. Your bullet origin is on its left edge, so you spawn the impacts at the left edge of the bullet when the right edge collided.

    Note that with a speed of 900 at 60 FPS, your bullets will be travelling 15 pixels per tick. This means the collision is only accurate to 15 pixels, which is more than the width of the object. You just have to be careful to not make this obvious, e.g. with moving impacts/particle effects.

  • Power-of-two size images don't work well with spritesheets, because they get a 1px border added. It is documented:

    [quote:umsnogvd]The optimal size is two pixels less than a power-of-two size, e.g. 30x30, 126x126 or 254x254.

    So I'm not sure why you've gone and chosen exact power-of-two sizes for all your images - this will force the worst case scenario for spritesheet packing. I don't want to encourage worst-case behavior so I'm going to close as won't fix. Alternatively just use medium quality downscaling (very few people genuinely need high quality downscaling, see the manual entries on it)

  • It does end up doing a line-of-sight check to itself in this case, and says it has line of sight. That shouldn't happen, so I changed it for the next build so objects never count as having line-of-sight to themselves, which fixes this case.

  • Can't reproduce, works fine here. Try disabling browser addons, sometimes they break C2 games.

  • Closing as won't fix. People occasionally report this but I just cannot believe how you could possibly genuinely need so many thousands of images in one project. You must be doing something wrong or appallingly inefficient! Can you explain a bit more about why you need this and why there really is no other alternative than to have thousands of images?

    I have no idea how we could work around this, even if Chrome was fixed then Windows has a hard-coded limit of about 10,000 images per app, and indeed if you try to edit the animations of the sprite in C2 then it starts throwing up errors about being unable to create icons (since there's no more space for new images). This is a limit in the Windows OS itself, not Construct 2. I don't know what could be done about this; the obvious solution seems to be - use less images!

  • The project XML has both an object type named 'Family1', and a family called 'Family1'. I have no idea how this could be possible. We cannot fix this unless you can include the steps to reproduce this in the first place - there's no clue how this happened from the project itself. Did you edit the project XML yourself by any chance?

    I managed to recover it by renaming the sprite which was called 'Family1' to 'WasFamily1' and updating the files by hand. You can download it here: https://dl.dropboxusercontent.com/u/15217362/piggame-recovered.capx - we still have no idea how this could happen though and we definitely want to fix it, so please provide any information you can at all about how this happened.

  • Closing as won't fix, it's working correctly. The 'Spawn' action works like this:

    1. Create the object

    2. Trigger 'On created'

    3. Set the object angle to the angle of the object spawning it

    Since you set the angle in 'On created', it's overridden by the 'Spawn object' action.