Ashley's Recent Forum Activity

  • You just learned the hard way why we recommend daily backups to a Dropbox folder (or Google Drive, or OneDrive, or any other equivalent service).

    If you had done that, you would have at most a 1 day old project in your Dropbox folder which you can simply download to another machine.

    I know this isn't helpful now, but you really, really should learn to do that for any digital work, otherwise you're liable to have this happen again.

  • But I'm thinking that folk won't have the paid version of construct so won't be able to open it (has way more than 100 events).

    The free edition can open larger projects, and preview them. You just can't edit or export them.

  • Closing, please see the bug report guidelines: the .capx you provided uses several third-party plugins, and the size indicates it is probably not a minimal reproduction of the issue.

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  • The Greenworks plugin is still experimental. I'm going to take another look at it soon, but since it's not an official feature yet we won't accept bug reports for it here for the time being.

  • I can reproduce, it's definitely unreliable, especially if you add simulated latency.

    The input prediction algorithms don't seem to be very well suited to the platform behavior, and I think there's a bit of tug-of-war going on between the local platform behavior and the input prediction corrections conflicting with that. There's also the fact that client updates are only sent at ~30FPS but the game runs at 60 FPS (normally) so there's the chance the user can press jump and have it locally simulate, but it does not actually send a message to the host. That could possibly be fixed by events. However I tried myself and it didn't seem to fix everything.

    The timings are very sensitive when you do things like land a jump - input prediction will keep interpolating through the floor, whereas the platform behavior will collide with it and try to land on it. The arc of a jump is also non-linear. I guess it's really designed for top-down linear movement type games.

    I will look in to this further, but it looks like a pretty tricky area. I'm afraid I'm not sure I can give an ETA on when this can be improved to the point it is working smoothly. There could be multiple internal fixes necessary.

  • Fixed for next build.

  • I've looked in to this a little more. I'm still a little confused by this proposal. So it looks like you want the ability to disable the staircase's solidity independent of the enemies - so you can stand on the staircase while enemies pass through it, or pass through it while enemies stand on it.

    However I'm not sure actually how your suggested "disable collision filtering" action would work, and how that would solve this. The only "collision filtering" the platform behavior does is to filter out any disabled solids. If you disable that "filtering", then it will act like all solids are enabled. So then you will always go up the stairs, never through them.

    So I think I kind of see what you want, but I don't really understand what your proposed action would actually do internally, and how that fixes this. My first thought would be to have a Platform action to say something like "disable solid for this instance only", which isn't anything to do with disabling filtering. Alternatively there could be something like the LOS behavior where you can optionally choose a custom object/family to be solids instead of just using the solid behavior, and then you'd have to have two sets of objects for player and enemy collisions, which could then be separately disabled.

    Either way, the Platform behavior has some of the most complex code in the engine, so I doubt this will be straightforward.

  • Ah, I think the spritesheeting on export changes the way the effect works. Should be fixed in the next build.

  • I can reproduce on an iPad Air 2 running iOS 9.3, but I think the signs are pointing to a mobile Safari or graphics driver bug. I also cannot reproduce on Chrome, Firefox, Edge (on Windows 10) or Chrome for Android, or Safari 9 on a Macbook. This suggests the Construct 2 code is correct (since it works across a broad array of browser engines, OSs and graphics hardware) and that it's possibly not a Safari bug (since it works on OS X). It could possibly be a Safari bug that manifests in the mobile variant only, or a graphics driver bug (I think iOS devices same the share similar graphics hardware/drivers, and while iOS is generally good on driver quality, our past experience is all drivers have buggy behavior at some point).

    Your simpler example uses a third-party effect, which we cannot accept in bug reports. (There's a built-in replace color effect anyway?) I think your theory about transparency turning black is probably correct, but to investigate further can you provide the simpler demo with no third-party addons?

  • This is actually a missing feature in the engine. Collision testing between layers with different scale/rotation is a bit of an exotic feature, and it was never implemented for tilemaps!

    I'm not sure how much work this would be to address right now. I'll leave this report open as a TODO.

  • I think this is a beta-only debug check and it's only the check that is wrong - it really updated OK If you press "Ignore" it appears to continue to save OK.

    I've fixed the next build so the message does not appear, which I think was the only problem.

  • Looks like this is an NW.js issue that was already reported here: https://github.com/nwjs/nw.js/issues/5093

    Closing as the issue will be followed up from there.

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Ashley

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