Ashley's Recent Forum Activity

  • foolberry - there may be some if you are affected by the breaking changes - see the intervening changelogs for more, or the stable build's release notes when it's out.

  • What do you mean about code order? The trigger is fired inside the 'create object' action, the position of the trigger doesn't matter.

  • If you have ever opened a layout view, C2 remembers that and will preview it. The buttons are intentionally disabled until you open at least one layout view, then they should always be enabled until you close the project. That really sounds like the issue to me, are you sure it's not doing that?

  • countofquad - you can use the family's 'On created' trigger there to avoid code duplication.

  • boolean - your screenshot shows no layouts open, only two event sheet tabs. If no layouts are open, the 'run layout' buttons are disabled by design, because Construct 2 does not know which layout it should run. Does that explain the problem?

  • GamerGon - everything your project needs is loaded on startup - currently nothing is loaded or unloaded from memory during the running of the game.

    directCanvas has no way to debug it. It's something I've struggled with too. If my tests don't work I have to send them to appMobi to investigate, so I'm afraid you'll have to do the same :-\</p>

  • It's easiest to explain with a picture:

    <img src="http://www.scirra.com/images/subeventcreation.png" border="0" />

    Here an object is created in a subevent. (This also applies if an object is spawned using Sprite's 'Spawn an object' action.)

    In the subevent it was created in, the created instance is picked and can be used. It is still picked in subevents underneath that. The green area highlights the area the created instance can be used.

    However, after that, the instance does not really exist, and cannot be used, until the next top level event (the next event which isn't a subevent to anything else). The next green area shows the next top level event when the instance is finally created.

    The area inbetween is subsequent subevents in the same event the object was created. This area is highlighted red, and the instance does not actually exist yet there. So conditions for the sprite placed there will never pick the newly created sprite instance.

    The workaround is to try to do everything in the same event - nest the other events beneath the creating event if possible, so everything is moved up in to the green area.

    It had to be changed this way because it was unstable to allow objects to be used that way, due to particulars in how the engine works. Some people's projects kept crashing and this change fixed them. Admittedly I did not think this would be too big an issue, especially since Construct Classic had always worked the same way. Still, hopefully once everyone adapts their projects to use the new system it will not be a problem any more.

    Edit: another bug is r102 does not count triggers or events in groups as top-level events, which makes it worse. This is fixed in the next build, so it might help fix your project if you use a lot of groups.

  • Just enable fullscreen scaling in project properties. See supporting multiple screen sizes for more.

    Scaling sprites can slightly change the quality, but it should be OK, especially on retina devices where it's hard to see individual pixels.

  • The .capx uses the SwitchCase third party plugin. Please make a repro for the problem which does not include any third party plugins as described in how to report bugs.

    lease do not use third party plugins or behaviors in your bug report .capx. We cannot help with problems caused by third party code - please report any issues in third party plugins to the developer.

  • Runs a solid 60 FPS in Firefox here, same as Chrome and IE9.

    Apart from that please make separate .capx files created from scratch to demonstrate separate issues, as described in how to report bugs. Otherwise it's hard to tell if the other issues are mistakes in your events or issues with C2.

    e cannot help with large projects with hundreds of events. These can take hours and hours to investigate, often with the conclusion it was simply a mistake in the events. Unfortunately as a very small team we simply cannot afford the time to do this. As above, re-create the bug in a minimal new project.

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  • Yep, the exporter does some stuff using all available cores to help it export quicker :)

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Ashley

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