Ashley's Recent Forum Activity

  • Generally we need all the information in the bug report form to be able to help. But if you see seams along object edges when zooming out, try adjusting the "downscaling quality" project property. This can be caused by adjacent images on the same spritesheet, and high quality modes ensure things are more spaced apart which generally fixes it, but at the expense of using more memory. So unless you see it in-game it's best not to change it and ignore the seams in the editor.

  • Oh right, it only happens if the mouse is over an undocked scrollable layers pane which is itself over the expanded ribbon bar, which the mouse cursor is also over. In this case for some reason the wheel scrolls the ribbon beneath the layers bar instead of the layers bar itself. In all other cases it scrolls the layers bar normally. Unfortunately Construct's code is not at all involved in the dispatch or handling of mouse wheel events - it's entirely handled by either Windows or our UI library, so I'm afraid I don't think there's anything we can do to fix this. It seems a pretty niche case anyway - you can work around it by simply moving the layers bar off the ribbon.

  • Closing as won't fix. This is a pretty obscure case. A trigger in a sub-event is essentially the same as having the trigger at the top, and all events that are above it actually beneath it as sub-events. Since having an "Else" as a lone sub-event to a trigger isn't valid, this does't work. (Internally when the trigger fires, it runs through all the events above it and checks if they're true first before running the event. Since "Else" means "the previous event did not run", asking when a trigger fires does not make any sense since it did not run the previous event at all, so it has no value for true/false, so the else defaults to returning false.)

    The workaround is straightforward: rearrange the events to put the trigger at the top.

  • R0J0hound is correct. Closing as not a bug.

  • This is by design. The runtime saves the layer using a unique ID rather than its name or index, so that if you rename or move the layer, it can still correctly load a savegame or restore the state of a saved instance. The unique ID identifies a specific layer on a specific layout. Therefore if you change layout, that specific layer is not available, so it defaults to layer 0.

    You could work around this by storing its layer index in an instance variable.

  • Can't reproduce here. The layers bar scrolls with the mouse wheel just fine. I'm on Windows 10 64-bit too.

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  • Closing, see the bug report requirements.

  • Can't reproduce here - everything looks just fine in the Layout View, but I'm not sure what it looks like when it's not working. I suspect it's a graphics driver bug. Yes, the latest drivers can still be buggy.

  • The blog post I wrote around 2 years ago on the case against native engines is still pretty relevant. For us, for the foreseeable future, going to multiple codebases would do more harm than good. For example say goodbye to regular releases as all our engineering time is sucked in to huge porting projects to multiple platforms.

    HTML5 is definitely a viable platform for games - all the games built with C2 and C3 prove that, and it's even more the case with technologies like WebAssembly, WebGL 2 and (in future) WebGPU. If the console manufacturers don't recognise that yet, then I think they're behind the times. Remember though that Microsoft have seen what's possible - you can already build and publish Xbox One games using Construct! It's only Sony and Nintendo who are behind the curve on this.

    There is also a third-party console porting service with Chowdren, so that's an option, although it's entirely independent of Scirra so I can't comment much further on it.

  • Yes. It can do so, so much more, too. Take a look at the Features page!

  • We'd upgrade to C3 but there are so many facets of this thing that I imagine are unsupported right now that it could be a mess.

    Have you actually tried?

    BTW I'm away next week, so I'm afraid I won't be responding any further to this until the week beginning June 18th.

  • Yes, this will be fixed in the next beta of C2. To work around it I think you can just change that line to the following after export:

    useOgg = false;

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Ashley

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