Ashley's Recent Forum Activity

  • Closing, this is by design, just use 'Is boolean variable set' instead. It's done this way because 'Compare' allows things like greater than, less than etc. which doesn't make sense when comparing a boolean value.

  • We deliberately don't support MP3. Nobody should use MP3 ever. IIRC the importer should be able to transcode MP3 to M4A (if you're on Windows 7+), but it can't transcode them to Ogg. Googling for an audio converter should get you something useful pretty quickly. You should also prefer to import uncompressed PCM .wav files, since transcoding from a lossy format like MP3 will lose quality.

  • No, that won't work - you need a real server to host on for web games. You can however make desktop apps that work offline using the node-webkit exporter.

  • I tested requesting local files with AJAX in the latest CocoonJS launcher for Android and it worked fine. Make sure you're using the latest version of C2 which has the fix, otherwise post a .capx that you can't get working.

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  • Remember even transparent pixels must be drawn. So a transparent background project will still clear every pixel to transparent every frame, which will take up some of the fill rate. This is what the 'clear background' project property is for, so you can turn off that clear in case the background is 100% covered by opaque objects.

  • I'll see if I can add something for the next build.

  • christina - can you share examples without third party plugins (SpriteFont)? I don't have third party plugins in my dev copy of C2. Also, your screenshots show perfectly aligned sprites don't they? I don't see any pixel alignment issue in them.

  • I'm not sure why this happens, but it involves a pretty complicated part of the Physics behavior. For changing animation frames to have an effect on the Physics simulation, the only thing Construct 2 can do is destroy the physics body in the simulation then recreate it. If you destroy the body, all its joints are removed as well. C2 is now smart enough to know which joints you had and re-create them after recreating the body, but for some reason the joint drifts ever so slightly, which accumulates if you do this repeatedly.

    I don't know why this happens - it might be a Box2D issue - but it really is best just to use an invisible object with no animations that you never resize as the physics object to connect joints to. Then the engine never has to destroy the physics body and recreate the joints, which appears to cause this bug.

    In fact since this is an old bug report and there's probably not a good engine solution, I'm going to close this as won't fix. The separate non-animated object is a good workaround and should be perfectly reliable.

  • This is caused by broken third party plugins. You might want to figure out which plugin it was and tell the developer (or fix it if it's your own!)

  • .capx backups work the same (by copying a file directly), so hopefully that means the change I made will work!

  • For the record, your mistake was to use 'Add target' in the 'Has target' event. That will never run because you must add a target before a turret can have a target. Add your targets on 'start of layout'.

  • What's wrong with the built-in platform behavior? It's been improved a lot over the past few months, and now even works to sub-pixel accuracy (down to 1/16th of a pixel) with full support for slopes, jump-thrus etc. If there's a particular problem with the built-in Platform behavior we definitely want to fix it, because re-doing all that work in events is extremely hard and pointless if we can make the built-in behavior good enough. The Platform behavior is over 1000 lines of javascript and has been very tough to get right, so I expect you'd really struggle if you want to get the same robustness and accuracy as the built-in behavior using events.

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Ashley

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