Ashley's Recent Forum Activity

  • Yes, it will have a different scale each time you change the layout scale, because you changed the layer's scale rate.

  • This is incredibly difficult to debug since it seems non-deterministic and latency-sensitive. In particular latency issues are very thorny since simply setting a breakpoint in the debugger changes the latency and can cause issues to change :-

    If you look in the browser console you can see it logging some errors about being unable to read data. I think it's failing to read data for some message, which causes it to fall back to an error path which means for some objects it considers it to have received no messages. In the multiplayer engine if an object does not receive data for ~3 seconds, it destroys it as presumably having timed out. So I think disappearing objects is caused by the timeout, and the real problem is being unable to read data. I've not been able to isolate it much further than that though. As ever producing an even smaller, simpler reproduction would help.

  • Can't reproduce here in Chrome 59, seems to work fine with a simple test .capx I have, which I used since you didn't provide one. It failed to read storage after clicking "clear storage", which I think is because it was wiped while using the storage database, which isn't too surprising. However simply closing and reopening Chrome allowed it to start working again. As expected it also restored to an empty storage state, so if you used events that expected storage to be present, it might have the appearance of no longer working. Since you didn't provide a .capx I can't investigate further, so closing.

  • I think it's actually working correctly. You're changing the layout scale but have bounded scrolling enabled; that causes scrolling if it can't fit everything naturally, which is particularly likely when you use a smaller scale like 0.5. If you enable unbounded scrolling for the layout it then keeps everything centered, and just the layer with the adjusted scale rate changes size, which is to be expected since you are changing the layer scale but have adjusted the rate at which one of the layers scales relative to that.

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  • Oh, noticed you used a minified export and that caused the issue, it only happened when minifying. Should be fixed in the next build.

  • I can't reproduce either on an emulator, or with Windows 10 itself (add the Windows Store object and you can set a back button visible in the caption, and use that to trigger 'On back'). It works correctly as far as I can see. I don't have hardware to test on right now, but will try to get a real device to double-check on.

  • A much easier way to reproduce: create a new project, add a sprite, create an image point and rename it "Imagepoint 2". Now you can't add new image points. It tries to add the second imagepoint as "Imagepoint 2", but the name already exists. It works if you rename it to something else so the new imagepoint can use that name.

    Fixed for the next build - it'll always choose a unique name now.

  • .capx link no longer works so closing.

  • This is the Construct 2 bugs forum, please post Construct 3 related issues to the GitHub tracker.

    There is plenty of documentation on converting plugins, and how to avoid this exact type of issue, in the Construct 3 JavaScript SDK documentation. Please refer to the documentation.

  • This won't be fixed in C2 - the Sprite object in C2 only uses a normal text parameter for the initial animation name so there is no architecture for it to be updated when the animation is renamed. C3 uses a special parameter type, so it's fixed there. At this point we won't be backporting architectural changes to C2.

  • The string is not used, only the number is. I didn't realise the name would change depending on the language, so I've simply removed that part from the file format in the next build.

  • Original project link unavailable so closing.

    It seems like it doesn't account at all for multiple fade behaviors—it triggers stuff based purely on the object instance the Fade behavior belongs to

    You're right, this sounds like it would explain it from the description, and it's an architectural oversight more than a bug. The proper fix would involve re-architecting all behavior triggers which would be quite a lot of work, and possibly cause compatibility problems with third-party behaviors. So I think it would be easiest to fix this in the upcoming C3 runtime which is being rewritten anyway.

    I'm not sure why you'd want to use two of the same behavior anyway - why not just adjust the settings of one?

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Ashley

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