Ashley's Recent Forum Activity

  • Well, we don't officially support CocoonJS any more (in part because of bugs they never fix, surprise surprise). So of the officially supported platforms, the restore action should work.

  • This could be extremely difficult to fix. The platform behavior is very complex and has seen a lot of edge-case bug reports like this that mean every line of code is very carefully tuned. As we've found with previous reports and fixes, even minor changes can cause a cascade of other edge cases which then need to be fixed and generally causes even more headaches.

    The workaround however is very simple: just make the object shorter. Is that a workable solution?

  • I can't reproduce the "+2" bug with the real-time game multiplayer template. I managed to become host with the name "y", which is a single character, proving that the multiplayer engine supports hosts with a single character name without adding "2". The most likely cause is the name was already taken, which is more likely with single character names since there are fewer options.

    If nobody can connect to you, it suggests your NAT is blocking inbound connections. This is not a Construct 2 bug. It's to do with the architecture of the internet. The first multiplayer tutorial covers this in part.

    Closing as I don't see any evidence of Construct 2 bugs here; most likely you are just confusing various issues of Internet architecture, server name assignment, and perhaps muddling your events with displaying player aliases. In order to investigate bugs we need clear unequivocal proof that the problem is in Construct 2 and not a mistake in your events.

  • Closing as won't fix. Firstly 'Destroy' doesn't immediately destroy the object; it is flagged to be removed at the end of the next top-level event, so will continue to exist available for picking in subevents. Secondly 'Create object' does not really fully create the object until the end of the next top-level event, and it cannot be re-picked using "pick all" in sub-events until the end of the next top-level event. 'Create object' does however pick the object that is created, so if you set B's position immediately after the create action and just delete the sub-event it works.

    The fact objects don't really create or destroy until the end of the next top-level event is an architectural limitation and it could not be worked around without great difficulty.

  • I think it's a dumb feature since it encourages plugin developers to make incompatible changes which are a pain in the ass for everyone using the plugin, and meanwhile nobody gets bug fixes or other improvements unless they opt in to them. But it was easy to add so your requested syntax will work in the next build.

  • Changed for next build.

  • Thanks, should be fixed in the next build.

    Colludium - this bug refers specifically to a case involving global layers. If you get an error without using global layers, it is probably a different bug, so please report it separately.

  • Thanks, should be fixed in next build.

  • It's just an oversight. I didn't think it was a serious problem. When merging it's not a big deal which way you merge the expanded/collapsed state, right?

  • Closing as by design. The behavior reads the object's initial opacity as set by properties, before 'On start of layout' triggers. There is also a compatibility risk to changing this since it could affect how existing properties work.

  • Closing, please follow the bug report guidelines, also can't reproduce any problem here.

    Try disabling browser addons, sometimes they break C2 games (I can see you have some canon toolbar there).

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  • Closing, we cannot help unless you follow the bug report guidelines.

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Ashley

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