Ashley's Recent Forum Activity

  • Can you post it to the bugs forum? You can post editor-only issues without a .capx.

  • Awesome. Closing as fixed.

  • tumira - I think so, but Google are gradually phasing out the older formats, and forcing everyone to upgrade to the new format which has this problem.

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  • It's not your plugin's responsibility to implement any game logic like moving actual objects. Just expose the conditions/triggers via events, and let the user handle the event how they want (which might for example involve moving an object).

  • The best answer to any performance question is always just to measure it and see.

  • Rolling back to an older version after saving your project is never officially supported. If you are editing the project files directly to allow C2 to open it, then you are risking exactly this kind of issue. Condition 18 in the Browser object is the new 'Supports requesting fullscreen' condition, so presumably you added it in r191, saved, then tried to open in r190 where the condition does not exist. This is nothing to do with this bug report here.

  • Closing, the .capx is mandatory, it is never needless.

  • You don't need render cells for any of these, you can already do them with collision cells by testing for overlaps with rectangular objects to mark out an area.

  • Closing as won't fix: we just deprecated support for Ejecta, in part because of all the bugs (like this) that we end up dealing with because it's not a real browser engine.

    If you still want to see it fixed, consider filing the bug directly with the Ejecta project.

  • Closing as not a bug: 'pixel rounding' has no effect on this, since it does not affect the actual object co-ordinates, only the position when rendering the object image.

    See 'Expecting math calculations to be exact' in the blog post common mis-used events and gotchas. This is a normal floating-point precision issue. If you add and subtract the X and Y co-ordinates directly, you will preserve perfect accuracy. However since you use the 'Move at angle' action, which can take any angle at all, it calculates:

    x offset = cos(angle) * move distance

    y offset = sin(angle) * move distance

    Trigonometric functions can only return approximate results, and work with radians, so there is opportunity for rounding error in both the degrees-to-radians conversion and the calculation of a trigonometric function.

  • jayderyu - it's a good idea, but it's probably going to be slow or flakey - either you write the entire storage on every change, which if you make 100 changes in a row with 1mb of local storage means you immediately run 100mb of writes, or you batch them up on a timer or some such, and then you simply lose data if the user quits before the writes happen. There could be an action to flush WebStorage, but then it only exists for a single platform and does nothing else anywhere, and you still have a new porting barrier since to make an existing project work on the CWS you need to go through adding "flush storage" actions in the right places.

    I really don't like the fact the Chrome team are willing to turn off random web platform features, since it bodes very badly for portability of existing web content, so I don't think it's even in their interest to do it! I don't want to encourage them to do it again, so I'd rather fight this case and get it put back than find a workaround.

  • dankhan - have you made measurements that identify it as exactly a factor of 10 difference?

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Ashley

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