Ashley's Recent Forum Activity

  • Please file a bug report following all the guidelines, there's not much we can do otherwise. Also as ever including the contents of any error messages is essential.

  • Does the new option to completely disable unique icons in r229 help? (it reverts all Sprite/Tiled Background etc to their plugin icons)

    It might be GDI playing up again. It's a pretty crappy part of Windows.

  • Posting the data to a server is probably most preferable these days, or to save a local file use the Browser "Invoke download" option.

  • zeroflag - please file a new bug report. I verified the .capx in this submission worked in r229.

  • Nobody can help you get your project working from watching videos - try posting a small .capx with a clear goal and asking for help with that.

  • I'm not sure it is possible. How do you think the case I described should be handled? I don't think there is a clear answer.

  • Closing as won't fix: the problem is the "Bound to layout" behavior does its clamping after the events run, so it works in this order:

    1. drag-and-drop moves object outside layout

    2. event fires and spawns object

    3. bound-to-layout moves object back inside layout

    Changing this order will doubtless break other projects that depend on things working this way, so we can't really change it. It should be straightforwards to work around if you just do the layout bounding in events instead of with the behavior.

  • I copied over the r221 encoders for the next build (again), r229 will ship with the same encoders as r221 used in the 32-bit build. (There are no issues reported with the 64-bit version so I haven't changed them.) I thought I did this for r228 but I guess I made some mistake, so hopefully r229 will fix this.

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  • Can't reproduce on an iPad Air 2, plays the sounds just fine. We routinely test devices like iPad and would surely notice ourselves if audio playback didn't work.

  • Closing as won't fix: jump-thru slopes are not supported. It makes it more or less unresolvable in situations like this - the fact you can pass through a jump-thru upwards but not downwards makes it pretty much unresolvable when dealing with moving up/down a slope. Imagine making a large jump-thru that covers the entire slope - what should the engine do? Let you fall through a jump-thru (not usually allowed), or only allow you to move up, or allow you to move horizontally through the big one...? Actually I'm surprised it works with slopes at all, I thought that was something we deliberately never supported...

  • You should test on weak mobile devices from the start. Building a game then going backwards to figure out which part is slow is a lot harder than regularly testing throughout, and noticing any significant drops after particular changes.

    Your CPU measurements don't seem to add up - your screenshot shows 95% CPU on an iPhone 5 but 47% in your original post... are those correct? The 95% CPU indicates a CPU-capped game so you probably have too many events, collision checks, or something like that.

  • I think a lot of it is actually done by paid humans who can circumvent any restrictions we put in place. So unfortunately we have to just clean it up sometimes.

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Ashley

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Last online 27 Oct, 2026

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