Ashley's Recent Forum Activity

  • What's the 'preview browser' project property? That's the one that decides which browser is opened. The 'default preview browser' option in preferences just chooses what that property starts off as.

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  • We describe the spritesheeting process in detail in the blog post spritesheets in Construct 2.

    One other thing is to prevent colour bleeding C2 adds a one pixel transparent gap between all images on a sprite sheet. So four 256x256 images won't actually fit on a single 512x512 sheet with the transparent gap.

  • hoanganh17 - viewing an image in a browser is not the same as requesting it from a different web page. Many servers allow you to view images directly in a browser, but not request it from a different page (e.g. to avoid hotlinking or trying to steal content).

    Use this tool to check what permission the server gives:

    http://web-sniffer.net/

    The first URL you try to load is this one:

    i478.photobucket.com/albums/rr143/jennette79/baby_angel.jpg

    The server responds with:

    Access-Control-Allow-Origin:     *

    This means "you are allowed to use this image". This is because photobucket are OK with you using their images on other sites.

    Try your other image URL:

    psdgraphics.com/wp-content/uploads/2009/12/color-wheel.jpg

    The server does not respond with any "Access-Control-Allow-Origin" header. This means "you are not allowed to use this image", and the image fails to load. This is the default setting for most servers, or indicates the author of the site does not want you to use their images on other sites.

    So this is still not a bug, you need to make sure you have permission to access the images you want.

    Note in Chrome's console it returns an error message whenever you try to load an image you don't have permission for - I don't know why Firebug doesn't though.

  • According to this test (note: created with r116, just out) it works as the manual describes:

    https://dl.dropbox.com/u/15217362/r116-arraycontainerworking.capx

    You can see each array storing a value uniquely, like an instance variable. So I think this is working OK and there is just a mistake in your events. However I did notice 'On created' is not triggering for the Arrays in containers. I'll have a look at fixing that for the next build.

  • In order for the Text object to render properly it must use an off-screen surface that scales with the layer scale. In this case it exceeds the maximum texture size if you set the layer scale to 64 (6400%), which is pretty extreme. Do you really need to use layers with such an extreme scale? If not I don't think this needs to be fixed.

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  • Rhindon - your definition of dt as "the amount of time passed BETWEEN ticks/FPS DURING a SINGLE SECOND" is not exactly right. It's not averaged over a second or anything like that. dt is literally only the time in seconds since the last tick - that is the full definition. It normally is about 16ms or 0.016, corresponding to a screen refresh rate of 60 Hz (since 1 / 60 = 0.016), but can change depending on the framerate.

    However dt has the property that over one second, the sum of every frame's dt also adds up to a second. (Hopefully that's faily obvious!) In fact over any period of time T, dt will sum to equal T.

    That means that if every tick you add dt to a number, it increases by 1 a second. Therefore, if you add n * dt to a number, it increases by n every second. This isn't to do with the actual definition of what dt is, it's just what mathematically follows from how dt works.

    The reason I chose 60 * dt in the example and not a different number is if you have done the following event -

    Every tick: set sprite X to Self.X + 1

    then this is framerate dependent, and moves at different speeds depending on the framerate. However, most computers are fast enough to render at the screen refresh rate, which is usually 60 Hz. So most of the time it will move at 60 pixels per second. If you want an object to move at 60 pixels per second in a framerate independent way, you would use Self.X + 60 * dt. As we showed before this will move the object 60 pixels a second, regardless of the framerate. So you can make changes like this and the object will probably appear to move at the same speed, but now it's framerate independent.

    Hopefully that helps clear it up!

  • hoanganh17 - in that .capx it doesn't work because the server you are loading from does not give you permission to load it. Check the browser error console.

  • geekgirl - this thread is out of date. In the latest C2 release all you need to do is import the .ttf file to the project and C2 will automatically export it in the right place in the zip.

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  • While the results of this post might be interesting, it probably won't change what we do, because we won't have time to implement any 3D features until the long term future.

  • It's a mistake in your events: the 'on touch end' event takes a zero-based index of a touch, but you're passing the touch ID which is an arbitrary number uniquely identifying a touch.

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Ashley

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