Ashley's Recent Forum Activity

  • Oops, interesting find. Should be fixed for next build, thanks.

  • Ah, think I found the problem, should be fixed in next build.

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  • Moved from 'Website issues' to 'Construct 2 general'.

    Thanks for the feedback, we have a long todo list but your idea has been noted!

  • I really underestimated how popular the "online multiplayer" feature would be!

    It's fascinating to see how many people voted for it, but I think it will not be implemented in the near feature for a few reasons:

    • it's a very complicated feature which could take a very long time to implement, and as popular as it is I think the other options (like monetisation options) are better to do first since they are probably quicker and arguably more important.
    • browser support is still not very good: the Websockets spec was only just very recently finished, and Chrome and Firefox are the only browsers which currently fully and correctly implement it AFAIK. So it may not work well or at all on other browsers or mobiles. Waiting some time will allow other browsers to mature their support and catch up.
    • multiplayer games are also difficult to develop even once we've added support, requiring server hosting and very carefully tuned events to make sure it works well in real-time. So I'm not convinced everyone will be able to easily take advantage of it.

    Rest assured I'm now well aware of the popularity of the option, but basically having thought carefully about the practicalities I think it would be best to postpone it at least a few months.

    So the next features in line are most likely:

    • directCanvas (currently working with appMobi to get this working really nicely for C2 games)
    • more event sheet features (coming up in next beta release)
    • better monetisation features
    • family behaviors (partly for completeness, since then the Families feature is 100% complete)
    • then I'll probably do another poll...

    As in the OP, no guarantees on things actually being done this way, just trying to best sync up the order of work with the best thing for everyone, while taking in to account practicalities.

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  • , that's not the correct use of the Anchor behavior: all objects that need to stay the same place on screen should be on their own layer with a parallax of 0, 0. See page 2 of supporting multiple screen sizes. I think this can be closed as not a bug.

    (And yeah, please never use that file host again, it's horrible :-\ Dropbox is amazing!)

  • marcgram, we can't do anything without a .capx of a new project reproducing the issue with the Particles object on it's own, which is what I've been asking for in this thread - any chance you can provide one?

  • oh, sorry to put you through any inconveniences Kyatric , but it turned out to be that I had put "11q, 13" in my size property for my marble sprite instead of "11, 13"! That just goes to show that even the smallest mistake can screw up your entire project!

    I just tried setting a Sprite's size to "100q, 100" in a new project and it ran just fine, no errors at all. So I assume you're mistaken and that is not the cause of the problem. Could you check for browser errors like Kyatric suggested so we can find the real cause of the problem?

  • Not a bug, you need to set the project property 'Clear background' to 'Yes' if all your layers are transparent.

  • Have a second look at supporting multiple screen sizes, and make sure you use a fullscreen mode.

  • You don't need to change the exported HTML at all, you just need to change the window size in Project Properties and export again. In fact, there is no HTML generated when exporting to the arcade.

  • You're right, you need to use Self.dt for any objects that change timescale independently of the game timescale. Otherwise you can just use dt.

    It has to be like that, because if you use just 'dt' everywhere, its value is used for everything so it's impossible to vary the timestep for different objects.

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Ashley

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