Ashley's Forum Posts

  • Sounds like a duplicate of the other reports of resized images after export. Should already be fixed for the next build.

  • Can't reproduce, looks fine here. Sounds like a graphics driver bug, does it reproduce on any other machines? Are your drivers up to date?

  • Closing, I don't see any evidence this isn't just a mistake in your events. What makes you think there is a Construct 2 bug here?

  • Since the reproduction steps involve uploading and publishing via Kongregate, and the problem is not reported to occur anywhere else, this just sounds like a mistake during the publishing process and not a Construct 2 bug. Users commonly forget to upload some files, which breaks the game, and sometimes try to report this as a bug. Look in the browser error console for more information.

  • A preload is complete when the audio object's readyState turns to 4 (HAVE_ENOUGH_DATA). This is standards-compliant code and AFAIK works on every other platform - so it sounds like a problem with BB10 that you will need to report to them.

  • Closing: you're probably exceeding the hardware maximum texture size (commonly 2048, 4096, 8192 or 16384, depending on the machine). Why on earth do you need such an extraordinarily huge text object? It's easy to work around anyway, just break it up in to several objects.

  • I can't reproduce any problem, it works fine on both an iPad 2 and iPhone 4S running iOS 7.1 here. We recently fixed a related issue when iOS 7.1 came out, are you sure you're using the latest version? How about r169?

  • I can't reproduce any problem - I tried refreshing several times and it always triggered 'On ready' (and was never true with 'Is ready' on Start of Layout). There shouldn't be a race condition either because it only initialises the Facebook API in the object's instance onCreate - so the layout is already running and it is already allowed to trigger. So even if it initialises instantly it should still trigger correctly.

    I'm not quite clear from your report: is the problem that 'On ready' does not trigger, or it triggers late? If it triggers at all, it's working correctly.

  • Closing as fixed in the next build. The only issue is the debugger shows the wrong value - the actual Speed expression still correctly returns 0 when it's stopped. It's also by design that 'has path' is still true when it's stopped - it's still got the same calculated path and you could start it moving again.

  • Closing, please follow the bug report guidelines and post a minimal .capx, not your whole project. Also note this type of thing can happen if you use Mouse.X/Touch.X without specifying the layer to translate to, such as Touch.X("Layer 1"), which is not a bug, just a common mistake.

  • Closing as won't fix: button objects are form controls that float above the canvas, and handle mouse events separately, so you need to use the 'Button clicked' trigger rather than the Mouse object. It's a minor quirk. I don't know why double clicking would be different.

  • Closing as won't fix: due to the way the event engine works, objects are not really actually created or destroyed until the end of the next top level event or trigger. In this case since everything happens in one event, the destroyed objects will not actually be removed until after everything else has already run.

  • Closing, should be fixed in the next build - we reverted back to the old closure compiler.

  • Sorry, nothing we can do without a .capx or steps to reproduce, and we've never heard of this issue before from other users. Closing as no repro.

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  • Closing, please follow the guidelines and attach a .capx.