Ashley's Recent Forum Activity

  • I'm afraid it's a known bug, collisions don't currently take in to account parallax. So you'll need to find a way to work with all the objects on the same layer for the time being.

  • If two objects overlap and a behavior like Platform or 8 Direction separates them, the 'Is overlapping' and 'On collision' events will never see them touching, and never run. So the player with 8 Direction could run in to a solid and 'On collision' would never trigger. Behaviors can use 'registerCollision' to say that two instances really collided but the behavior separated them. Then, later when it gets to 'Is overlapping' or 'On collision', it counts it as overlapping, so the event runs. End result - player runs in to a solid and 'On collision' still runs.

  • Do you mean the 'reset global variables' system action?

  • Here's a demo of Space Blaster running as a desktop app for Windows (EXE):

    http://www.scirra.com/labs/spaceblaster-win32.zip

    It's powered by Awesomium, which is basically Google Chrome wrapped up in to a standalone app. It's free for indie developers providing you made less than $100k last year, after which there's a fee (which is small compared to your revenue if you just made $100k).

    Some parts of it are very cool:

    • Super fast V8 javascript engine, equivalent to Google Chrome's, which compiles javascript to native machine code
    • Renders with WebGL
    • Supports Web Audio API for reliable polyphonic low-latency audio
    • Completely self-contained - includes all the necessary files in the download and works offline
    • It should be possible to access files on disk as well.

    There are some minor disadvantages:

    • Since Chrome is a complete commercial-quality browser engine, it adds about 15mb to the zipped download size. There's not much that can be done to avoid it. I suppose you're more likely to be targeting larger games for the desktop, so hopefully that size isn't so big when taking in to account all the assets of your game.
    • Currently the demo will chew up more CPU than it needs and run slower than it would normally in the Chrome browser. We know why this is and we're trying to help Awesomium to fix it.
    • If your computer does not support WebGL it will fall back to a slower canvas 2D. We also know why this is and we can get WebGL enabled for all computers, which is better than the browser itself, and we're also trying to help Awesomium get that sorted too.

    Anyway, experimental support should be coming in the next beta release in a few days!

  • This should eventually be coming in WebGL when we add shaders.

  • CocoonJS and directCanvas are native app wrappers. They don't fix the browser, but they will fix your specific app.

    How to export to CocoonJS

    How to export to appMobi directCanvas

  • Can you share your .capx? Spritesheeting is working for most images here.

  • I think it's a system key which is impossible to detect in a browser. I don't think we can fix this.

  • Most browsers limit games to running at one frame per second in inactive tabs. Construct 2 just automatically pauses the game instead of running at 1 FPS. Why do you need to update when the app is paused? Can't you re-sync when it comes back in to view?

  • There's a new 'Set CSS style' action on Text Box and Button for a while now. Does that help? If you set an offscreen Text object to a web font, you should be able to re-use its font family on a Text Box object.

  • There is nothing that can be done, at all, to enable multitouch in the 2.x browser. I'm afraid it's a lost cause.

    Making native apps with CocoonJS or directCanvas is *the* workaround. Both workarounds posted by Philzen seem to require making a native app too.

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  • Can you link us to the game on your server so we can check it for problems?

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Ashley

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