Ashley's Recent Forum Activity

  • Sorry, but... this is by design. The purpose of global layers is to be the same as if you copy-pasted all the instances on the layer to every other layer it represents. (This is what you were forced to do for things like HUD layers before this feature was added.) The process ignores the properties of the object. If you have global instances on that layer they will be re-created because that's what would have happened if you copy-pasted them to the other layers too. I'm not sure why you would make the objects on a global layer also global though - you don't need the layer to be global if you want the objects to continue existing between layouts. So it seems like you want one or the other, but not both.

    Also we can't just shrug and change things like this, because it could break existing projects which rely on the existing behavior.

  • I think NW.js uses the project name as the storage key. I've made it different in preview mode for the next build which should fix this.

  • Well I think we can chalk this one up to the icons and Windows GDI weirdness then. If you have a large project and the editor becomes sluggish after a while, it seems the new icon caching mode is a workaround.

  • It's because negative acceleration allows them to start reversing too. That's different to gravity, which is a constant force downwards. Maybe you want "destroy when stopped" mode?

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  • I don't see why we don't just leave it compressed?

    I downloaded UPX from sourceforge then put nw.dll in the same folder, from CMD upx -9 -qvfk -o nw1.dll nw.dll then rename nw1.dll back to nw.dll

    It takes the file size down from 62MB to 21MB.

    Assuming your game's download is compressed, which it is almost certain to be, then the executable is already compressed at the point it matters. I am sure the decompressed size on disk doesn't matter. Also depending on how UPX works, it can affect the compatibility or startup time of the executable.

  • A common misunderstanding that often comes up when people do file bugs with OR blocks is that OR events can run with zero instances picked. E.g.:

    + Sprite X < 500

    • or -

    + Global variable "foo" = 0

    -> Set Sprite X to 500

    -> Play sound

    Suppose all the Sprite objects are on the right (none are < 500) but "foo" equals zero. The event runs, because OR blocks run if any condition is true. But no Sprite objects met the first condition, so there are zero sprite instances picked. So no Sprite instances are changed, but a sound is played. Usually this materialises as a bug report along the lines of "the Sprite action is not running even though a sound is played".

    This is by design. If it worked differently, it would mean running actions on instances that did *not* meet the conditions, which contradicts the fundamental way events work.

  • Just use zero gravity and a negative acceleration.

  • Closing, please see the bug report guidelines (I think you meant to post this somewhere else)

  • If the browser closes then that suggests a problem with the browser itself, it's not normally possible for web content to cause that. So it sounds very much like an iOS/Safari bug that was fixed. (Chrome and Firefox are just wrappers around the Safari browser engine on iOS, so will exhibit identical issues.) It's not normally practical for us to work around issues like that, especially when the next version of iOS has already fixed the problem. Given that a vast majority of users are on iOS 9, I don't see this as something that we should investigate further.

  • I think you will just need to rebuild the app with the latest version of Crosswalk/Cocoon/whatever you're using. If that doesn't work you might need to wait for them to update...

  • It's hard to help unless you describe exactly what is happening - what exactly are you seeing when you say it crashes?

    If it works on iOS 9 it could be an iOS bug which was subsequently fixed, in which case there's nothing that can be done other than updating the device. Apple's stats say 85% of users are already on iOS 9 so this would only affect a minority of users. Also if the device hasn't got much memory then maybe it's running out.

  • It's not supported because MP3 is a patented format and the usage license requires $2500 per game that uses it. Maybe you want to choose a different format Construct 2 uses MPEG-4 AAC and Ogg Vorbis to cover all browsers, neither of which involve fees.

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Ashley

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