Ashley's Recent Forum Activity

  • DuckfaceNinja - can you check r180 now it's out and verify if it's fixed?

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  • SamRock - the built-in IAP plugin should work on Windows Store universal apps (both desktop and mobile). I'm not aware of which ad services actually work in Windows Store apps - if you point me in the direction of one I can look in to supporting it.

  • The other solution is to overlap by 1px instead of placing exactly adjacent. I'd point out you'd have this same problem in any engine that implements spritesheeting.

  • It looks like Windows Phone has really buggy audio support. The best fix is to get Microsoft to fix these issues instead of having to work around everything.

    Apparently Web Audio API support is in development for IE and should make a future update to Windows Phone, so hopefully that will resolve all audio issues on Windows Phone if nothing else does.

  • I can reproduce with Space Blaster (please always follow the bug report guidelines though) but it looks like a Safari bug. We use the Page Visibility API to detect when the page goes in to the background and pause all audio. You can see it works if you switch tab in Safari - the audio stops correctly. However if you press the Home button Safari does not tell the page it's become hidden so it's none the wiser and keeps playing the audio.

    I don't have an iOS 8 beta to hand right now to test on, but hopefully it's fixed there... if not I'll file a bug with Apple.

  • Oh, you're right - the X and Y expressions were supposed to take in to account the layout scale, but the code was wrong. It should be fixed in the next build for both Touch and Mouse, and layout scale and angle, if you don't pass a layer.

  • Closing as not a bug, this is just a re-hash of the "adjacent objects not seamless due to floating point rendering" gotcha that lots of people run in to.

    For adjacent objects to be exactly seamless, you must use letterbox integer scale, point sampling, and pixel rounding. Any other settings are liable to show seams between objects due to floating-point positioning or scaling.

    Spritesheeting changes the way object edges blend: normally they clamp to the object edge color, but on a spritesheet they are surrounded by transparency so fractional positions can slightly blend with transparency. This is a normal result in computer graphics, and the tilemap object is similarly affected.

  • Closing as not a bug, your events are wrong. You measure the distance with 'compare values', and since you have picked all enemies, it uses whichever is the first one when you retrieve an expression from Enemy (such as Enemy.X and Enemy.Y in the distance expression). So it can spawn an enemy anywhere 1000px away from the first enemy only, not any enemy. This is what your events say and it is working correctly.

  • Renders just fine here in Firefox too.

    Check your graphics drivers are up to date - it could be a driver bug.

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Ashley

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