Ashley's Recent Forum Activity

  • See Chrome's 64-bit announcement here: they cite "many benefits for speed, stability and security", and that "64-bit rendering engines are almost twice as stable as 32-bit engines when handling typical web content". I don't think many games will exceed 2GB of memory, so the main benefits are being able to use the full capabilities of a 64-bit CPU, as well as the reportedly better stability.

  • This is the same gotcha as "expecting math calculations to be exact", but it's not obvious why: the runtime actually stores angles in radians, since that's how all the math is worked out, and the conversion between radians and degrees involves a slightly lossy multiply/divide. Closing as not a bug... this is another reason you should rely on values being "close enough", not exact. (The new 'Is within angle' system condition is useful for this type of thing - you can say "Is within 0.5 degrees of 180" for example, and it's accurate to the nearest degree.)

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  • Gamepads are supported wherever the browser has Gamepad API support, which you can check for browser support here. Unfortunately since Safari doesn't support it yet, HTML5 games can't access the gamepad. Hopefully Apple will add support in future.

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  • Thanks, closing.

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  • Siberian - I removed your link - please provide evidence that you have permission to distribute the work you've described.

  • OK, so that sounds like what I assumed, but you realise that doesn't work with 'Is button down' for the reasons I described, right? So you'd still need to do those conditions over. But then I guess you can also check that in a loop, which you can't do with triggers.

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  • The .capx you have provided is working correctly; the sprite artwork does indeed have a white outline as if it were rendered with alpha on to a white background, then only the exactly white sections removed around it. That's a possible mistake that's sometimes easy to make with certain tools if viewing on a light background.

    Closing as no evidence of a C2 bug here. If you think at some point C2 is adding these white outlines itself during the import process, please file a new bug demonstrating the steps to reproduce, going from external images with a correct alpha channel to the images in C2 with a white outline. I suspect however this happened before importing to C2.

  • Firstly I think you are asking for a "LastGamepadIndex" expression? The gamepad ID is a string describing it, which doesn't sound especially useful to this case.

    Secondly I don't see how it helps by itself: currently you have to always specify a gamepad index when using a trigger like 'On button pressed', so the expression would be redundant, it would always be the same as the number you already provided in the trigger. So are you in addition to that asking for new triggers which don't specify a gamepad index and provide it by an expression instead? That did not appear to be specifically outlined.

    Thirdly the way conditions work, that could not really be extended to the non-trigger 'Is button down'. If you have 'Is button A down' that is true for any gamepad, then if two gamepads press A simultaneously, then the condition still runs its actions once with a LastGamepadIndex for just one of the gamepads, since that's just how the event system works. So we could extend new gamepad-neutral triggers, but not non-trigger conditions, which then makes a sort of weird inconsistency between what you can do without a gamepad index and what you can do with one.

    This is why you should always describe feature requests in as much detail as possible, a bit like the approach with bug reports. The suggestion just raises more questions and has implications you probably didn't foresee.

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Ashley

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