Ashley's Recent Forum Activity

  • Developing multiplayer games is very difficult, and affects the design of the entire game. I would definitely recommend building from the ground up with multiplayer support, as it is probably too difficult to add multiplayer to an existing game.

  • It's a good example of the limitations of AI: it looks like a comprehensive and detailed answer, but it refers to features that don't exist, the Pin behavior is largely superseded by scene graph, and using the Pin behavior is the wrong solution anyway. I'd give the answer as "use a left-aligned origin on the stretched sprite, set the position to the first sprite, set the angle to the angle to the second sprite, and set the width to the distance to the second sprite".

    The JavaScript code it generated is also wrong, refering to APIs that don't exist or are named wrong.

  • There is in fact a built-in animated SVG example. The Example Browser is always a good place to check!

  • I'm afraid it's almost impossible to do anything about this without steps to reproduce. If you can find some action that you can repeat over and over and observe a performance degradation in the editor, then an issue could be filed based on that.

    It could potentially be related to undo, but it's nothing more than a wild guess at this point.

    If the editor is being slow a performance profile in dev tools can sometimes, but not always, offer a vague clue that might help narrow down the search a bit, but may not offer much more than that.

    You could also try closing all the editor windows and tabs (e.g. project bar, layout views, event sheet views) and opening them one by one, and see if it's slow only when certain ones are open. Again that might offer a vague clue, but little more than that. As ever steps to reproduce are the gold standard.

  • Does it work now with r323?

  • I'm afraid it's impossible to tell what the problem might be from just this information. In general if you run in to a problem please file an issue following all the guidelines, as we need all the requested information to be able to help.

  • Sounds like this issue.

  • I'm... not sure you understand still?

    You wrote inst.Trigger(inst.conditions.OnDisconnect)

    You need to write inst.Trigger(C3.Plugins.AirConsole.Cnds.OnDisconnect)

    ...because the OnDisconnect method is at C3.Plugins.AirConsole.Cnds, not inst.conditions. I meant to say "I'm not sure where you got inst.conditions from", because I don't believe that appears anywhere in the SDK samples or documentation.

    Edit: oh right, I see that your code adds a inst.conditions property. This is why trying to debug other people's code is difficult and time consuming. It looks like a mistake because the SDK addon coding samples never use that style, but your own addon coding style does this. I'm sorry my advice was wrong. But this is why I normally try not to get in to debugging other people's addons! Even code this simple is easy to get tripped up on if it's not your own code, and it only gets harder with more code.

  • The Remote Preview server was down briefly earlier today for some routine maintenance (system software updates). It should be running fine now.

  • See the description in the manual. There are more details in this blog post.

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  • The documentation demonstrates using Trigger() like this:

    this.Trigger(C3.Plugins.Sprite.Cnds.OnAnimFinished)

    Your code uses Trigger() incorrectly like this:

    inst.Trigger(inst.conditions.OnDisconnect)

    Conditions are not part of inst. I'm not sure where you got that from!

  • Again, if something doesn't work, please file it on the issue tracker - things only mentioned on the forum are frequently lost and forgotten, and also frequently leave out important details that we need.

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Ashley

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