Ashley's Recent Forum Activity

  • Have you tried using an 'Is touching object' instead of 'On object touched' condition?

  • I just tried it after fixing the other redraw flag issue. It seems to work. It looks like you're using the 'set position to object' action which I fixed the problematic redraw flag. So I think this is the same issue and has been fixed! Thanks for the report anyway.

  • You're right, objects with the physics behavior spawn at the wrong place if you create them at runtime. Fixed for next build!

  • I've taken a quick look at this. I can't see any problems. I see the ball drop to the ground and stop, that's all. What are you expecting to happen? I'm not Davo, and Davo wrote the Classic custom movement, so none of this is obvious to me I'm afraid, you're going to have to spell out what you're expecting to happen.

    I see the ball drop and then onGround is true and the Custom Movement's dx and dy are both 0 (because it has stopped). I don't know what Davo did in Classic, but in the HTML5 custom movement, if dx and dy are both 0, it doesn't step, because there's nowhere to step to. So the first event will not be running (On CustomMovement Step). Perhaps the Classic custom movement still stepped there?

    * There's no 'decelerate' action for the Custom Movement. Why there is none is beyond me, honestly, it's practically necessary for any movement that needs the object to slow down gradually rather than stop on a dime.

    Isn't 'decelerate' the same as using a negative value for 'accelerate'?

  • Click 'Browse all examples' in the welcome screen and open 'Platform 3 (UI).capx'. That shows how to keep text on screen using a layer with parallax set to 0,0.

  • I included the Pathfinder behavior by accident! I added it to my dev build but forgot to remove it, so it ended up being bundled in to the next release. I didn't mean to - I always ask for permission before including plugins, and I didn't ask to include the pathfinder behavior! - so I've now removed it as I intended. You just need to grab it off the forum for it to work.

  • We've had a number of bug reports like this - I'm aware of an issue but I can't reproduce any problem here, so it's very difficult to fix. It would be incredibly useful to have a .capx and a fixed set of steps that reproduces the issue... any chance you could come up with that? In all my testing using C2 myself I've never had this issue, so everyone must be doing something different to me. I'll double check the code anyway.

  • The behaviors don't integrate yet. It's something I'm going to work on for a future build!

  • If no instances of an object exist, all its expressions return 0, including its width and height (there is no instance to get the width or height from). If you look at the math you'll notice that ends up making an object at 0, 0. Either hard-code the width and height with numbers or have an initial object off the screen.

  • When there's an error you should see a balloon tip pop up pointing at the selected text telling you what the error is.

    What version of Windows (and service pack) are you on? From the screenshot it looks pretty old. Maybe it doesn't support balloon tips, or you have them disabled?

  • The text rendering library we use in the layout view only supports certain kinds of font. Sorry, there's not much we can do, it's not our code, so it probably won't change.

    Don't forget if none of your visitors viewing your HTML5 game have that font installed, then they won't see the font! Their computer will pick another one instead.

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  • Congrats on managing to upgrade your driver despite hardware vendors doing their best to make it difficult :)

    Can you post the .capx that doesn't preview?

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Ashley

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