Ashley's Recent Forum Activity

  • Please include all relevant information in the bug report itself. I found the source .wav file from the thread you linked to, but it imports fine. r228 also includes exactly the same encoders as r221 used - I literally installed r221 and copy-pasted the encoders over to r228 - so I don't know what could be happening if that didn't fix it...

  • It plays fine here in MPC-HC. It plays too fast in Chrome Stable, but it works fine with Chrome Canary, so that looks like a Chrome bug that was fixed. Closing as works for me. Please remember to include comprehensive details in bug reports, such as the browser versions you tested and the media player software you are using.

  • NWjs has no dependencies other than the optional dxwebsetup.exe installer for "DirectX optional components". This just ensures WebGL support is more likely to work, though - it should still run without it.

    I think Chrome has now dropped support for Windows XP and Vista, so it will probably only work on Windows 7+ now.

  • Closing, please see the bug report guidelines.

  • Honestly if this is causing you so many problems and affecting the support of a published app, you should not be using beta releases. It can sometimes take a few weeks just to review bug reports, because most of our resources are going on C3 now. Also the whole point of beta releases is so we don't have to scramble around issuing fixes ASAP (which puts additional strain on the development process) - we'd do that for stable releases, but not betas, the whole point is they're there for testing.

  • It's probably easier to publish to the web (which runs on Chrome OS) than Android, so I'm not sure how compelling this really is. I guess if IAP/purchases work as well that could be interesting?

  • It probably depends on the minimum version/build number chosen when publishing to the Windows Store. For example if you chose a minimum build 10586, all the devices still on 10240 will be marked unsupported.

  • The bug report guidelines explain what to do in this situation.

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  • Sorry, Steam's distribution means you can only have one version installed at a time. The standalone version can have multiple versions installed at once.

    Beta releases are mainly for testing - we've always said it's important to back up your work and only use them if you're willing to face issues.

  • It's probably a problem with the adblocker. I'm not sure there's anything anyone else could do unless you report it to them.

  • I don't think any of that changes the basic fact that you can't pretend asynchronous code is synchronous. It breaks assumptions like the events will run in any particular order, which the existing system makes obvious by making you use triggers in a separate event. Anything which looks like a simple comparison/access but really is asynchronous in the background would be even worse than we have now - it would just silently break or fail to work as you expect in random situations!

    I wrote up an idea for a "then" event to try and make things like this easier, but it's not supported and I'm not sure how much it would really help anyway: https://www.scirra.com/forum/idea-make-async-easier-with-quot-then-quot-event_t128870

  • A common technique is just to load and save an entire Dictionary object's JSON which covers most of this.

    LocalStorage is asynchronous (i.e. setting/getting fires a trigger after a moment, rather than being immediately available) which means it can't really be mapped to anything synchronous (like setting/getting global variables). If a "get global variable" or similar turns in to a "get localstorage value", that value is not immediately available, and may fail as well. So that's not actually possible, without some kind of internal caching mechanism, which is basically the same as doing the save/load dictionary object technique.

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Ashley

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