Ashley's Forum Posts

  • I really do not want to change how existing features work. Introducing breaking changes causes awkward compatibility issues practically indefinitely, which is too high a price to pay just to make one example work like you think it ought to. There are other possible cases where the existing behavior is useful as well - such as starting an AJAX request or playing a sound when an object is destroyed, and then if we change how it works, that no longer happens, and it is not always obvious how to update existing projects to work like they used to again. Basically users just get upset and blame us for breaking things.

  • Please post a bug report following all the guidelines if you think this is a Construct 2 issue. Otherwise if you're trying to play a video from a remote domain, then this probably just means the remote domain doesn't want to allow you to play videos (which is fair enough, you're using their bandwidth).

  • This is by design: all non-global objects are destroyed at the end of the layout, and trigger their 'On destroyed' accordingly, since they are destroyed just like using the "Destroy" action. Use the workaround you've identified if this is not what you want.

  • It's basically just a tiny rounding error. See Common mis-used events and gotchas "Expecting math calculations to be exact". Just adjust your events to not work with zero, e.g. > 0.1 instead of > 0.

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  • Doesn't RTL text like Arabic automatically take a right-to-left layout if you paste it in to the Text object and set it to right-aligned? Can you provide an example?

  • This should never happen. You should post a bug report following all the guidelines. (You should definitely use the latest version though, in case we already fixed the problem.)

  • I would strongly recommend that if you are affected, you still fulfil rogerwang's request and provide an actual example for him to work with, even if it is trivial. It is actually relatively common that people assume something will reproduce in a new project when it does not, because the problem actually originated from something unique you did in a particular project. This is why .capx attachments are mandatory for Scirra bug reports. You should treat node-webkit bugs the same for the same reasons.

  • You can't request images with the AJAX object, because it only returns text data.

    Instead just use the Sprite object's 'Load image from URL' to load it directly, without using AJAX at all.

  • The problem is changing animation frames causes the physics body to be destroyed and a new one created in its place, and doing that prevents forces and joints from working normally. I can't explain why this is, it seems to be a result of the box2D physics engine, and I don't know what we could change to prevent it.

    Don't animate or resize any physics objects - if you need to, use invisible static objects with the physics behavior and place any animated/resizing objects on top of it. This is mentioned in the first physics tutorial.

  • Browsers effectively suspend inactive tabs already, to save battery power. It's not a good idea to try to override that.

    How are you planning on accessing pedometer information from HTML5? That's not a hardware feature exposed to Javascript yet as far as I know. This is one of the few things where a native app really may be more appropriate - modern phones have special hardware to measure steps in low-power mode and native tech is better for accessing that.

  • The IE error is a different error: it's failing to compile a WebGL shader. Try making sure you've got all Windows Updates installed, they've fixed a bunch of WebGL bugs since the release of IE11.

    The Chrome error just looks like it's running out of memory. The node-webkit error is kind of weird, but if it's pushing the resources of the system then it might be related.

    Firefox might have blacklisted the system GPU and reverted to software rendering. I can't remember off the top of my head how to check that in Firefox... but it's worth checking your graphics drivers are up to date.

    There's really nothing else I can do without a .capx so I would have to close this if you can't produce one. It already looks like a bunch of different issues rather than one single issue though.

  • We specifically recommend against modifying the built-in plugins and behaviors. If the built-in plugins don't do what you need, it is better to start a new plugin.

    The Multiplayer plugin already implements an authoritative server model: the host peer is the authority on the game. It is only the connections that go peer-to-peer. The multiplayer tutorials describe this in more detail.

  • This should not occur in Chrome, Firefox or Internet Explorer: the error message mentions node.js, which is exclusive to node-webkit. If you have problems on other browsers they are likely different issues - check the browser error console for details, particularly if the loading bar turns red (which means an error got logged to the console).

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  • I think that's relatively reasonable for audio use in a large game. Do you think it would be useful for us to add a feature to unload sounds still?