Ashley's Recent Forum Activity

  • sqiddster - sort of, there are lots of different ways to implement a blur but blurring horizontally and then vertically afterwards can be a lot more efficient than a badly written single effect to blur.

  • sqiddster - yes, blurs are one of the most GPU intensive effects to run. It should be fine on desktops, but avoid it on mobile.

  • HotGod - r107 includes that exact version of oggenc2 as well, does r107 work out of the box?

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  • sqiddster - 'blur horizontal' followed by 'blur vertical' is a guassian blur.

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  • We really do need a .capx, as described in how to report bugs. It is almost impossible to fix a problem without a .capx demonstrating the problem, and a minimal project consisting solely of the minimum objects necessary to reproduce the problem makes it a lot easier to fix as well.

    There have been two changes to sprite animations recently:

    r105: a bug was reported where 'set animation' in an 'on animation finished' event did not work. This was fixed, but accidentally broke how some projects work.

    r106: fixed the projects that were broken by r105, but while also keeping the fix where 'set animation' did not always work.

    So my best guess is that you use 'set animation' in 'on animation finished' events, which previously did not work but are now having an effect. That's all I can say without seeing a .capx though.

  • maxp010 - it depends on your server. Contact your host and ask them to set it up for you.

  • lokesen - believe it or not, this example is actually working normally and is not a bug.

    Obviously, the Tiled Background object wraps its texture, so if you enlarge it the image repeats throughout. However, if the object is sized 32x32 with a 32x32 image, and you zoom in a little (in this case using fullscreen mode), it actually does a tiny bit of wrapping round to the other side of the image at the edges. Imagine the image is still tiled in those directions, just you can't see them because they're outside the bounds of the object. So in this case one edge is black and the rest is brown; the side opposite the black edge will still wrap across to the black-edged side ever so slightly, and this creates a visible seam. It's enough to still seam when pixel rounding and point sampling are on. This is just how computer graphics works and would happen with any tool or framework.

    The workaround: add an extra row of pixels to the image, or resize the image ever so slightly smaller. For example, make the image 32x33 to add an extra row of pixels along the bottom, and make them the same color. Or, just resize the Tiled Background to be e.g. 64x31, so the last row of pixels doesn't wrap around. Or, just position the other backgrounds to slightly overlap and hide the seams.

  • Should be fixed in r107.

  • I can't reproduce any problem, I tried falling through all four stacks and the 'Is on floor' indicator was always correct. Can you reproduce this more reliably?

  • Nice find - should be fixed in the next build.

  • Thanks, should be fixed in next build.

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Ashley

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