Ashley's Recent Forum Activity

  • Guisouro, it must be a false positive, it's been out 2 weeks and nobody else has said anything. It happens quite a lot.

    Shall I set the Classic auto-updater prompting? There haven't been any other serious reports AFAIK.

  • The thing about posts like this is often many of the points are not applicable to Construct 2 users. For example:

    "Javascript is an ugly language"

    • never mind, it's only our problem, C2 users never need to see any javascript if they don't want to

    "HTML5 needs lots of browser workarounds"

    • we've already got them plugged in to our engine so you don't need to worry about it either

    "There are no good programming IDEs"

    • Construct 2 is the IDE in this case! And we like to think it's a good one :)

    ...and so on. It's more applicable to the programmers working directly with HTML5, and Construct 2 shields you from that.

    I think there might be a blog post in this actually...

  • Can you send me the .capx file that does this? Also, what's your system spec? (OS, RAM, graphics card...)

  • Hmm, that's annoying. What service pack of XP are you using? The HTTP server won't work at all unless SP2 or newer is installed, but I'd recommend SP3 anyway, it's a free update.

    I thought the HTTP server should work OK on limited user accounts. Perhaps some other permission has been set on the computers that blocks it? HTML5 games will only preview properly on a HTTP server, and Construct 2 must have permission to start it in order to preview the games.

    A workaround is you can try setting 'Preview Mode' to 'File' in project properties, which skips using the HTTP server. However this is deprecated and will prompt you every time because we want to remove it - as I said, games only work properly on a HTTP server, so using this method will mean lots of things don't work (sound won't work, Chrome might not be able to run the games at all, you may get errors/freezes half way through the game, etc).

  • I'm a bit confused, if you have WebGL enabled does it work correctly with point sampling?

    I'm afraid when WebGL is off we cannot control the sampling used - please see this post for more.

  • I'm aware the blurry graphics is annoying but the situation is tricky!

    You can force blocky (point sampling) resizing instead of blurry (linear sampling) resizing, by setting 'Sampling' to 'Point' in project properties, as you've found. However, it only has an effect in WebGL mode. Internet Explorer doesn't support WebGL, and Safari supports it but has it disabled by default AFAIK. Also, even in Chrome and Firefox, sometimes the user's computer does not support WebGL. For these browsers and users it falls back to the ordinary Canvas 2D renderer.

    The problem with the Canvas 2D renderer is there's no option to set the sampling mode. Browsers choose whichever they feel like! In Canvas 2D, sometimes it will use linear, and other times point. I've contacted browser makers to see if there's any way to force it, but the impression I got was it'd be fixed in a future version of CSS, which is probably a year away or more!

    So not much can be done I'm afraid. The only perfectly reliable way to do it is resize your sprites beforehand.

  • Thanks for the suggestions! When you say it crashes with less than 3 collision points, how did you do that? Doesn't the 'delete' option become disabled when you have 3 collision points?

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  • No browsers currently support mod files at all. So we'd have to somehow hack in support ourselves, which is too big a project for us to justify when you can just use Ogg/AAC I'm afraid. It will sound the same, just slightly larger files.

  • Can someone make a simple .capx that reproduces this and upload that?

  • We've been informed of this before but the issue appears to be in our UI library which isn't our code, so I'm afraid I'm not sure we can fix it. I think it only happens on Windows XP though, is that your OS?

  • Try Set Layout Scale?

  • It's on our todo list!

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Ashley

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