Ashley's Recent Forum Activity

  • The scaling options don't affect the position of objects; it only affects how the game is drawn.

    Letterbox fullscreen is the correct solution. If you want to support multiple aspect ratios, you can just use 'Scale' mode, but typically it's a lot harder to design games that way.

  • Have you got both .m4a and .ogg versions of all your audio? Can you share a .capx made from scratch demonstrating the issue?

  • I don't see any evidence here that there's a Construct 2 bug and not just a mistake in your events. You might want to post in 'How do I' instead. Closing this report; please post as simple a project as possible to demonstrate a C2 bug if you believe there is one.

  • We don't download files that require a sign up. Please use one of the excellent, free, public services like Dropbox, Google Drive or SkyDrive that allow public downloads without signups, as recommended in how to report bugs.

  • Closing as won't fix. I don't think we can do anything to resolve such brutal collision setups. You have a very large object moving quickly in a tiny enclosed area with thin walls, which also keeps changing angle. Your event to bounce the object off walls is unnecessary since it's already set to automatically bounce off solids, so that might be making it worse. This is probably highly susceptible to dt spikes, and sometimes the motion will prove impossible to resolve and will trigger the "stuck in solid, push out anywhere" collision handler. This can teleport the object outside enclosed areas. It only happens as a last-ditch effort if the movement cannot be resolved any other way.

    The engine only runs 60 times a second so you can only get so far accurate simulation out of that. To resolve this, make the object smaller, slower, and the walls a lot thicker. Removing the redundant event and stopping the bullet movement rotating the object will probably help further.

  • The destination object is a solid so it's not a clear path, and as far as I can tell it's working correctly since it's finding a lower path given the obstacle ahead. Closing as not a bug. If you think there is still an issue, try to reproduce it in one of the pathfinding demo projects, since those have options to display the nodes and pathfinding obstacle map and that can make it a lot clearer what's going on.

  • Closing as a server config issue.

  • Thanks, should be fixed in the next build.

  • I can't reproduce any problem, is there any way to make the problem happen reliably? Also are you sure you're exporting to a folder you have full permission to write in?

    Another thing might be to temporarily disable antivirus - since an EXE is being dynamically generated, some AV software will lock the file to check it after it's created, which can break C2's exporting.

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  • I can't reproduce, displays fine on Windows 8 here. I'll make the boxes a little wider for the next release anyway.

  • DavidA13 - did the Space Blaster demo work correctly on the first load? Or is the problem exclusively to do with pressing the 'Refresh' button?

    I still can't reproduce any problem at all on an iPad 2 with iOS 6.1. I can hit refresh mid-game on the Space Blaster demo and it restarts and plays audio exactly the same again, with full polyphonic audio.

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Ashley

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