Ashley's Recent Forum Activity

  • Please provide a minimal .capx not using any third party plugins as per the bug report guidelines, and it's worth testing in r192 in case we already fixed it.

  • I don't think there's anything we can do about this: we just listen for the double click event and if the browser doesn't send one, it won't fire our trigger. The fact it works in Firefox suggests our code is correct but Chrome and IE simply don't send the event.

    Workaround: simply check for right clicks and if the second click comes within a certain time period of the first, treat it as a double click.

  • Can't reproduce in Chrome, works OK here. Try disabling all your browser addons (sometimes they can break C2 games) or test with r192 (we may have fixed the bug already).

  • Very short sounds are known to hang the AAC encoder, but there's nothing we can do about it, since it's built in to Windows and we can't easily replace it with a different one due to the patents on the format. I'm afraid you just have to make your sound longer by padding it out with silence.

  • Closing as not a bug, it's by design you can't have two triggers in the same event, because it would be impossible for them to ever both fire at the same time.

  • Closing, please follow the bug report guidelines. There is absolutely nothing we can do about this report.

  • Closing as not a bug, it is working correctly. The confusing thing about OR blocks is they can pick 0 instances for a condition. In this case it picks no "Sprite2" instances, since no Sprite2 instances meet the condition "textvar is not empty", but the event runs anyway because a previous condition was true and OR blocks only need one condition to be true to run. The problem is that you were expecting the wrong thing.

    Look at it this way: if 'Sprite2' *was* set to visible even though its textvar is empty, it would be contradicting the previous condition that checked its textvar was not empty.

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  • Closing:

    1) please follow the bug report guidelines and provide a .capx that reproduces the problem. As our guidelines explain it's generally not useful for you to send us your entire project anyway, and reproducing the problem in a new .capx means you can share it.

    2) can't reproduce on Windows 8.1, I got as far as 9 instances of Chrome running Space Blaster and it worked fine. Also IE does not support AudioContext, did you really test it and encounter the problem there? You indicated it reproduces on IE.

    3) the error message is probably right and you have a hardware limit which you are running in to.

  • I can't reproduce in IE11 or Firefox (we always ask you to test these, you haven't reported results for them). I think this proves it's a bug in Chrome, not C2. We can't fix bugs in Chrome, so closing. You could report it directly to Google if you still think it should be fixed (but shaking the screen with form controls seems an odd thing to do)

  • We made some changes to the Crosswalk preview mode recently but I guess if the Player doesn't support Cordova (which it might not on content over http://, which the preview is) then it would be broken. I reverted it to the r191 code so it should work again. But I think nothing will work differently to Chrome in the Crosswalk Player because of that restriction. You may as well just test in Chrome and use the 'Request fullscreen' action to get fullscreen.

  • No, the editor doesn't support that, hopefully something the next-generation editor could do.

  • Closing as won't fix: the platform behavior is not designed to work on an object which is also solid or jumpthru, as the "2" object is. Workaround: either remove the Platform movement from the "2" object, or its jumpthru behavior, or don't rely on 'Is on floor' and use some other detection instead (e.g. 'is overlapping at offset').

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Ashley

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