This is most likely due to a third party plugin or behavior you're using. It's probably broken and you need to ask the author of the plugin or behavior to fix it. The only way to tell which is to back up the project then delete third party plugins and behaviors from your project one by one and see which is responsible.
In the meantime you can probably work around by simply disabling 'minify script' on export.
There's not currently a way to do that directly, but the workaround is simple - just use conditions:
+ Sprite Y > 10
-> Set boolean to true
+ Sprite Y <= 10
-> Set boolean to false
Old or weak graphics cards have a limit on the maximum size of the texture you can use. This is a bigger problem on mobiles which tend to have more limited GPUs.
I would say 4096x4096 is the absolute largest you should even consider, and that's probably already beyond what some mobiles can manage. To be on the safe side I would advise cutting everything up in to 1024x1024 max tiles.
You do not have permission to view this post
Please see how to report bugs. Can you share your .capx file?
That file returned a 404 error, can you make sure it's in a Public folder?
In the code it appears to be intentional - if an object is invisible it doesn't count as on-screen because, well, it's not on the screen.
I've removed that check for the next build, it will count as on-screen even if invisible.
That's what the 'apply to whole animation' button is supposed to do, what's it doing wrong?
They look the same in IE9 and Chrome here (or I can't tell the difference), can you show what you mean with screenshots?
Develop games in your browser. Powerful, performant & highly capable.
Projects don't usually work when run from disk. So the message is intentional!
Umm, don't you think it would be really frustrating trying to use a complex piece of software on a tiny screen?
This is the kind of thing it's better to do via events than built in to a behavior, IMO. You can easily replicate the pin behavior with the distance() and angle() expressions, then add your own lag or customisations there.
Member since 21 May, 2007 Last online 7 Jul, 2026
The official blog for all things Construct and Scirra run by our employees!
Wider technology issues from Ashley's perspective.