Ashley's Recent Forum Activity

  • Closing, please provide a .capx and avoid reporting bugs involving third-party addons. If the bug does not happen with the SCML object, it's probably due to that and you should report it to Brashmonkey.

  • Closing as won't fix. Exactly adjacent objects count as overlapping in the C2 engine, so the initial positioning causes the platform behavior to think "I'm stuck wedged inside a solid, try to get me out of here". It resolves this by moving it a few pixels away, which given the tiny scale of this project, is a noticeable distance.

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  • Closing as won't fix. The problem is you use a tiny object with a very low jump strength of 16. This means when you jump assuming 60 FPS it steps about 0.26 of a pixel - so small that the next tick the platform behavior still detects itself as being on the floor. It has to have some tolerance threshold for the various collision algorithms it uses to work. If you set the jump strength to something higher like 50 it works fine.

    I don't think we can change this without breaking other platform games. You'll have to just use larger objects (given you use 8x8 objects, a 1px tolerance in the collision detection algorithms is quite large relative to the object size), or a higher jump strength.

  • Thanks, should be fixed in next build.

  • Closing as not a bug: rgb() returns a number, not a string. So passing your string set in a global variable doesn't work for the same reason you can't set the text color to the string "foo" - it's not valid to pass a string there.

    Unfortunately you can't specify an expression as the initial value of a global variable, but you could just make it a number and set it to an rgb() expression on start of layout.

  • Nothing we can do unless you follow the bug report guidelines, closing.

  • Fixed for next build.

  • Multiplayer works in NW.js, so if you want an app that works as a server, export to NW.js, put it on a dedicated server, run it, log in as host, and leave it running. Anyone who joins the same room will now connect to your dedicated server. You can do the same with a browser tab too, but you might have trouble with Chrome suspending the tab if it's not in the foreground.

  • Closing, nothing we can do if you don't follow the guidelines.

  • It should work. Hard to say any more without a .capx. If it reproduces in a new project, please file a bug report.

  • This type of plugin is really bad for compatibility for all the reasons described here.

    I know people need these features, and sometimes people need them sooner than we provide them. However if it is remotely possible, the plugin should be minimal code to patch code in to another plugin. It's not always possible, but when you take this "copy and paste" approach and copy the entire plugin wholesale, you can easily create worse problems than the plugin aims to solve.

  • Thanks, that confirms it's to do with audio memory management. I must point out turning the "preload sounds" option means you are explicitly telling C2 to load and decompress all sounds in to memory on startup, which if you use a lot of sounds, can be a very great deal. But the fact it doesn't release any and still ultimately crashes is a problem. I'll try and get audio unloading in the next build...

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Ashley

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