Ashley's Recent Forum Activity

  • We hope to have a stable release out within a couple of months - the software's in good shape already, but there's a few other pieces we need in place before we feel like we can say it's ready for broad usage. A new set of tutorials aimed at C3 and Paypal payments are two major ones.

  • Yeah, it's tricky - the blob URL is random every time, and we can't use a fixed URL without uploading it somewhere, which we don't wan't to do. Ideally Chrome dev tools could remember breakpoints based on a hash of the script or something like that.

  • F5 should reload the preview as of r54.

  • Normally the SDK version has a 0 at the end, try 10.0.15063.0 instead.

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  • Animation triggers have to delay changing animation by a tick. I can't remember exactly why, I wrote the code years ago. But I think that a 'set animation' can't have effect in the same event as the same object's 'on animation finished' trigger, because if you have two triggers, by the time the second one fires it's not playing the same animation any more, which causes some bug or crash. I don't think there's a better way to work around it. Since the 'sword' object is not the same object as the trigger, it can change animation straight away.

    I guess another workaround would be to use an invisible object to control the animations, and then control both the knight and sword animations from that. Then they both ought to work identically, since neither is involved in the trigger.

  • The animation system is actually pretty complicated, and there are sometimes one-tick delays before it starts animations to work around edge cases like changing the animation in an "on animation finished" trigger. You can just force the sword to use the same animation frame as the knight. These events work fine:

    https://www.dropbox.com/s/mfaelh6fz1cgk67/knight-anim-events.png?dl=0

  • Please check you're using r54, we just fixed a minify bug. If you still have issues please post to the issue tracker following all the guidelines.

  • I cannot put my project here because it's a professionnal work.

    The bug report guidelines tell you what to do in this situation.

  • It's only really a minor issue. Most games are not affected by it. It causes maybe something like +/- 2px difference. Given that dt has small random variations that can alter the game as well, you generally should design your game with enough tolerance anyway, so that this kind of offset does not meaningfully impact the gameplay. With Construct 2 being in widespread use for ~6 years, it has affected few games, and for the most part accuracy to within a few px is just fine.

    It was also a pretty complex change in the end, we basically ended up rewriting all the movement math used in behaviors, and it caused a few extra bugs while we got that right (like this and this, and would not be surprised if there are more since we only just fixed that second one). We're focusing on C3 for all new improvements, and that kind of maintenance overhead when making a new improvement is the kind of thing we only have the resources to put in to C3 going forward.

  • Nope, it's their fault. The error message clearly says what is wrong and even says what to do about it!

    We can't accept bugs in third-party addons, the addon developer must fix it.

  • The problem is WebGL 1 cannot tile non-power-of-two textures, so C2 stretches them to a power-of-two size (e.g. 32x32, 64x64, 128x128 etc) before making a tiling texture. This is lossy and causes a slightly distorted texture sometimes. However WebGL 2 can tile any size texture, so it doesn't happen if the system supports WebGL 2. NW.js should support WebGL 2, providing you're up-to-date and not sticking to an old version.

    Probably the best workaround is to make sure all your tiled backgrounds are a power-of-two size.

  • Yes, but after the beta period ends, so not for a while yet.

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Ashley

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