Ashley's Recent Forum Activity

  • This is by design. Origins work best when aligned to the corners of a pixel. It takes the top-left corner of the pixel it's assigned to. But for usability it's placed at the corner nearest the mouse, which might be the top-left corner of the next pixel down.

  • C2 only outputs javascript and HTML5, but that can run on about as wide a variety of platforms as you can get.

  • A good way to test on Android is try running your game from the web in Chrome for Android beta. That will give you a good idea of the approximate performance of the game, since it's a hardware-accelerated renderer like CocoonJS has.

  • Yes, the main reason there aren't more node-webkit specific features is just time. They're still pretty new and I'll probably be expanding it through future releases.

    Another point is that every platform-specific plugin makes it harder to port your project. Ideally a project designed for node-webkit would just export to the web or another platform like Windows 8 without losing too much functionality, or throwing errors on startup due to missing files on disk or whatever you relied on. So I'd want to very carefully design any node-webkit specific features and try very hard to integrate them with what can already be done in a browser.

    For example, take file I/O. Chrome supports an experimental filesystem API and most modern desktop browsers support IndexedDB, both of which are suitable for storing large amounts of data in a filesystem-like arrangement. If we just quickly bolt on some file I/O functions to node-webkit via a platform-specific plugin, it's likely any games you design using it will be broken when ported to other platforms. However, if we very carefully design a file storage plugin that uses different storage backends (filesystem on Chrome, IndexedDB on Firefox/IE10, disk on node-webkit) then your game should still work in web browsers even though it uses local files. That's far more valuable than a single platform-specific hack - but it's also a lot more time consuming to design. The same goes for most other features you'd want from node-webkit.

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  • Thanks, should be fixed in the next build.

  • I'm not sure what to do about this since I can't reproduce the problem and it seems to be working smoothly for 99% of people, except for one or two rare reports. Can you reproduce the problem on any other computers, or is it just one machine?

  • This is very difficult to resolve: occasionally, by chance, the platform movement moves down and is not overlapping anything. Then, in the same tick, the sine behavior moves the platform up, until it is overlapping the player. The next tick the platform behavior sees itself as wedged inside a jump-thru, which by design means it's ignored.

    It's a tricky one to resolve, but I'll see if I can get it sorted...

  • That's Chrome crashing... it's either a Chrome or XDK issue, it shouldn't be possible for a C2 game to cause that. I'm going to close this for now, I'd recommend taking this up with appMobi.

  • If your game needs 40,000 events it is almost certainly incorrectly designed. Using over 5000 events is truly extraordinary and would be a gigantic project. Using features like families and functions you should be able to considerably reduce the event count.

  • If this was really C2's fault I'm sure we'd be hearing about it a lot more, but so far only you've reported this problem. So I think it's more likely another program is deleting your temp files for some reason. Closing as probably not a C2 bug.

  • Closing as not a bug: by design, neither containers nor the Pin behavior affect Z order.

  • You should never paste such a large amount of data in to an expression (regardless of if this bug was fixed or not). Just save it to a text/json/whatever file, import it to the project, and AJAX request it.

    Does hitting 'reset dialogs' in Preferences bring the buttons back?

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Ashley

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