Ashley's Recent Forum Activity

  • Very interesting! Unfortunately the main problem I see is the practical difficulty of using it with C2... there's no build system (like PhoneGap Build, appMobi or Ludei provide) and you need a mac to build. That could rule out a lot of people using it for the time being.

  • If you can reproduce anything with a particular expression and click let me know... going to close for now otherwise.

  • Huh... are you sure this isn't a Windows bug? In the case that you drag a touch outside the app's area it should fire a touch cancel event, because the touch hasn't ended but it will no longer update the touch. We do listen to touch cancel events and interpret them as touch ends. So it sounds like it ought to be working correctly, but maybe Windows isn't firing touch cancel when it should.

  • I think Ludei are working on fixing their AJAX support for the next release.

  • R0j0hound suggested something similar a while back using the player position and lerps. It works pretty well, but given a large gap or small enough sprite, unless you increase the loop to a really high level it's still possible the lerp doesn't hit the intended object.

    I think the right logic is to step the object by its size, rather than by a percentage distance. That will always hit any obstacles in the way, and I think is how Classic did it.

    If it's a rectangle, an alternative is just to stretch it in to a line between its start and end points (by settings its width to the distance and its angle to the angle between the points). If that big box touches anything, the object would also collide along the way (although it doesn't tell you where it collided, only if it did, but it's a lot faster than loads of intermediate collision tests).

  • Just come around to have a look at this - it seems to be working OK here. Take the expression:

    "Hello" + "World, " + "Hello world!"

    Whichever word I double-click, it seems to select just that word and not anything else around it. What expression are you using and exactly where are you double-clicking?

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  • WebRTC doesn't change the picture much, it just means instead of connecting with WebSockets you connect with WebRTC. WebRTC should also bring UDP support though, so it's useful for that. Whichever one is used, you still need an authoritative server to connect to, because otherwise cheating will likely be rampant (especially in peer-to-peer games).

  • Closing as can't reproduce, everything seems to work fine here. It might be an issue with your computer.

  • Closing, please see how to report bugs, specifically:

    e cannot help with large projects... these can take hours and hours to investigate, often with the conclusion it was simply a mistake in the events... re-create the bug in a minimal new project.

    The most likely cause is due to a mistake in your events you are playing some audio every tick (60 times a second) which will very quickly jam up the audio engine. Desktop computers have more memory than mobile ones, so it might just be lasting longer than the iPad before it jams up (or it has enough memory to actually play that much audio). Posting a new project made from scratch is the quickest way to prove it's a C2 issue and not a mistake in your events.

    Please note always to include clear steps on how to reproduce the issue as well, because I am not familiar with how your project works or what I'm supposed to do in it.

  • Closing: we don't officially support BlackBerry devices. Despite this, our engine is standards-compliant and generally pretty reliable, so this may well be an issue with the Blackberry device itself. You may want to report the issue to RIM.

  • Closing as this is an error usually caused by third party plugins, and we can't accept bug reports on behalf of other developers.

  • I've taken a look at this and done some work refactoring the Platform behavior to be more pixel perfect at small scales like this. So hopefully the next build will resolve it.

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Ashley

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