Ashley's Recent Forum Activity

  • Oops! Will try to get fixed for next beta.

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  • This is not a bug. As the 'Compare values' description says, it does not pick any objects, it just retrieves and compares two simple numbers. If you use an object in an expression it only picks the *first* one, it will not check any other instances at all.

    Solution:

    Fishes: pick nearest to Guy.X, Guy.Y

    System: Distance(Guy.X,Guy.Y,Fishes.X,Fishes.Y) <= 130

    -> Set exclamation position

    Else

    -> Set other position

    This works because it picks the single closest instance, then checks if that is near enough.

  • Are you exporting with directCanvas enabled? Some features like this one don't currently work in directCanvas mode.

  • Web Fonts are not actually cached in the offline.appcache file... it's something I've been meaning to fix, but it's a little complicated. If you manually put the URL to the webfont in the offline.appcache file it might work. It's a known problem though.

    Blacksmith - there are actually different storages involved in the browser, it's not all just one big cache. It goes something like this:

    Ordinary document cache: stores HTML of recently visited pages, and cleared when the user hits 'clear cache'.

    App Cache: stores files for Construct 2 games so the next time you play it loads instantly. *Not* cleared by pressing 'clear cache' - in fact there is no obvious way for the user to remove this at all.

    WebStorage: stores data from the WebStorage object. *Not* cleared by pressing 'clear cache', like App Cache it's difficult for the user to manipulate. It's also commonly limited to 5-10mb.

    The main problem is usually just the fact it's locally stored - so if you switch browser or computer, you can't get your data. The best way to solve that is store it server-side and use the AJAX object to communicate with the server.

  • SplashHunt, can you share your .capx file that doesn't perform well? appMobi might be able to improve it.

  • We've had better tile support on our todo list for a while now... just loads of other things to do!

  • Hmph, it's a bug in Google's Closure Compiler. Reported: http://code.google.com/p/closure-compiler/issues/detail?id=730

    The workaround in this case, strangely enough, is to include the Sprite object. That will reference the variable the minifier is screwing up and then should work correctly.

  • Please see how to report bugs. Can you share the affected .capx and your full system spec?

    Also I'm not clear on exactly what the problem is: is it the editor that runs slowly, or the game? Is it only the game that runs slowly while you're also working in the editor?

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  • We have the same problem on our Arcade - I don't think there's a good way around it, other than to just have a title screen saying "Click to continue". I think most users are used to clicking inside a window to give it focus.

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  • Well... the best test would be to write Space Blaster in native and compare the framerates. However that's a lot of work!! I think it's best to describe performance as "native-like", because it is using hardware accelerated rendering which is the main (90%) point. However the logic will still be 5-10x slower as usual, but for games that don't have much logic it will be more or less native equal.

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Ashley

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