Ashley's Recent Forum Activity

  • The main reason is the encoding issue, like with audio. We have to dual encode all audio formats because petty arguments by browser makers mean they can't agree on one format that works everywhere. However at least audio is relatively simple to convert. There are good free tools that we've taken advantage of, and encoding is relatively simple (generally you just set a bitrate and go).

    With video it seems to get a lot more complicated. Again there needs to be two formats encoded to support all browsers: Theora or WebM and H.264. However I've found it hard to find good tools that are definitely legal to use in commercial software, and can decode a decent variety of video formats. For example ffmpeg looks like the best candidate for an encoder, but they admit on their own website if you use it in a commercial product some companies may come after you for licensing fees. And in audio, 16-bit PCM .wavs are basically guaranteed to be decodable by anything. What's the same format for video though? Will .avi actually work with all encoders? I must admit I don't know much about video processing - does anyone even still use .avi? It's a lot less convenient to use uncompressed video than it is to use uncompressed audio, since uncompressed video files are truly gigantic. So I'm not even sure if dual encoding will be useful, if it can only definitely encode a ridiculously impractical format like .avi to both necessary formats. If anyone out there is a video expert, I would appreciate some tips on how to solve this.

    You can always encode the video files yourself if you know what you're doing, and then I believe there's a third party plugin that can play videos too.

  • Are you sure you logged in to the right account where you can see Construct 2 Personal in the software library?

  • NaSTy - please don't bump topics a year old with off-topic content. Closing.

  • Yep.

  • It's just that exact-sized gaps can't be moved through by the Platform behavior. If you shrink the bounding box it's still pixel perfect, but since the object can move further it shows a gap. Everything's working correctly and by design so far. (The player starts in the air because you placed them inside a solid, which confuses the behavior; place them over an empty space and they'll fall right down and work properly.)

    Since you use pixel rounding, you can probably get away with making the bounding box just a tiny fraction of a pixel shorter horizontally and vertically. This will never let the player appear a pixel out of place, but still allow them to pass through exact sized gaps.

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  • I'll see if I can add a right-click -> move variable to event sheet option, to make the experience less terrifying. :)

  • Everyone is getting confused over nothing. Objects are 100% created immediately and you can access every part of them immediately. There is rarely any need to use "Wait 0 seconds", and most projects will never use it.

    I think the quoted text was referring to the fact of a different quirk about creating objects. You can't pick a newly created object in another condition until the end of the next top-level event. Again that's not a problem for most projects, but in rare cases 'Wait 0 seconds' can be useful to help work around that.

    Edit: re-reading the quoted text, it's wrong. Assigning variables immediately after creating an object always works, and has always worked, there's never even been any bugs with that (IIRC).

  • christina - where do you see seams in that example? I don't see any.

  • christina - that .capx still uses the Sprite Font plugin.

  • Just right click, set to bounding box. That's the default collision polygon, it looks like that object was deliberately altered to have a one pixel sunk in collision mask.

  • For the record, I tried your custom platform movement example, deleted all the events, added the platform behavior, and corrected the collision mask so it's bounding box (it appears to be set to one pixel sunk in). It was pixel perfect, I couldn't find any sinking issues that you describe at all.

  • christina - I don't see a link to a .capx using the platform behavior with no third party plugins. The link in your last post uses a custom movement.

    Pixel "sinking" in the built-in platform movement should be considered a bug. I really want to discourage "custom" engines, because a much better solution is to improve the built-in movement to do what you want, instead of making you reinvent a whole complicated engine.

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Ashley

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