Ashley's Recent Forum Activity

  • Have you read both tutorials on LAN previewing?

    Are you sure you got the right IP? If there are 4 to choose from, it might be a different one.

    It's difficult to know how else to help: everyone has their network set up differently, and it depends on how your particular network works. If there's someone else who runs your network, maybe ask them.

  • Yeah, that wouldn't work in Chrome, or in AppMobi or PhoneGap.

  • It's very difficult to add anything else to the audio object, because support is so patchy that half the features wouldn't work half the time. More info in this post I just made.

    You have to work around it yourself with events for now. If delay before playing is a problem, try preloading your sounds at the start of the layout or on the menu screen.

  • It's another thing on our todo list, I didn't think it was such a big deal since you can use groups. But it's on the todo list anyway.

  • smitchell the Audio object actually now uses 4 different audio APIs under the hood because audio support is very patchy and we have to use different engines on different platforms. I think only one of them supports getting the time like that. So it would not be well supported at all. Whenever we add features that aren't supported everywhere people come back and report the fact they don't work as bugs when it's just not supported on the platform they happen to be using. So I would prefer not to add it. Audio support is very rough in HTML5 and unfortunately the current state of the audio object is about as far as it will stretch without almost everything being broken somewhere.

    You can work around it by measuring the time since you played the sound yourself.

  • The sampling mode only affects WebGL, which is not supported in IE9, so it's impossible it has any effect on IE! It must be random, or dependent on something else, and you've accidentally spotted a pattern.

    It's hard to know why IE9 is laggy - if your game is particularly intense in graphics, IE9's renderer is much slower than Chrome and Firefox's because it doesn't support WebGL. Try turning off WebGL and see if the other browsers are equally laggy. If so, you should just recommend your users use a WebGL-supporting browser.

  • We announced the early adopter deal ending on the blog, sent out emails about it, and mentioned it several times on our Facebook, Twitter and Google+ pages! How did you miss it? We tried hard to make sure everyone knew a few weeks in advance, if you're not connected up to any of our communication channels then I don't know how we could have reached you to let you know :(

    We sometimes run competitions like the current rotary competition - you could try entering and you might win a free license.

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  • INI writes to disk, and you should never constantly write to disk like that! It's far too slow to be practical. You should only save to INI once, like at the end of the layout, or when the user clicks save. Hash table is all done in memory so there's no slowdown from going to disk at all.

  • rexrainbow you shouldn't modify the built-in plugins - it will make your project totally unportable to other installations other than your own, which could make bug reporting and sharing projects difficult in future. Also, for legal reasons, strictly speaking I don't think we should be using your code. So I'll see if I can get this in to a future build, but it may be incompatible with the changes you have already made.

  • You need to set the scale rate to 0 to prevent scaling, not the parallax. The parallax only affects scrolling, not size.

    Maybe my transforms are the wrong way round after all - I'll see if I can adjust this to make it more intuitive.

  • We just released Classic r2, which hopefully will dispel any fears it's dead. I'll turn on the autoupdate notification after a few days, just to make sure there's nothing wrong with the new build.

  • Well if anyone new finds the documentation, they shouldn't have to wait long before it's available!

    I'm hoping it will be out in the next few days, I'm just held up by a WebGL optimisation for Particles. It's complicated, but should get a solid 60fps on the demo I posted for most people on both Firefox and Chrome.

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Ashley

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Member since 21 May, 2007

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