Ashley's Recent Forum Activity

  • I don't think it's a big waste of space, it's only a small size increase. It guarantees that no colors bleed through from adjacent images. For example if you had a red square and a green square exactly side-by-side on a sprite sheet with no padding, sometimes the red sprite could have a green tinge bleeding through down the side after scaling or rotating, and it's important to avoid such artefacts in all kinds of games.

  • Closing as won't fix: by design, changing the animation inside an animation trigger (in this case, "On animation finished") causes the animation change to be postponed to the next tick. Unfortunately I can't remember why this was originally done, but it was in response to other bug reports. This means for one tick it renders the last animation frame at the offset position. This is not normally a problem, and only seems to be because you're unusually using the animation system as a way to move objects. You don't need to use animations for that: you could just have a cropped single frame for the "move" animation and change its position with events only instead of wastefully using an animation to simulate movement (see remember not to waste your memory). Alternatively as a workaround add "Wait 0 seconds" as the first action in "On animation finished", which postpones both the positioning and animation change to the next tick, where they occur simultaneously.

  • I spent a while testing in Chrome, Firefox and Edge and I could never reproduce what the gif shows. Is there any way you can find to reproduce the issue more reliably?

  • Your linked .capx has 138 events. This is far too many to consider for a bug report. Did you upload the wrong file?

  • 600x600 is a poor size because it is just over a power-of-two size (512x512) so will be awkward to assemble on to a power-of-two size spritesheet.

    As the export-time optimisations tutorial says, the ideal size is two less than a power of two, because C2 adds a 1px border around images when spritesheeting. So on a 1024 wide sheet, 512x512 is padded to 514x514 and it can only fit one image on with nearly half the width wasted (unless something else smaller fits in there). However 510x510 pads to 512x512 and fits two across exactly with zero wasted space.

    However those are some slightly weird numbers - it might be best to just aim for 2000, 1000, 500, 250, 100, 50.

  • Can't reproduce. I published Space Blaster with the Intel XDK building for Android with Crosswalk, and the music (which is in the music folder) plays as expected on a Moto X (2nd gen) with Android 5.1. The original report does not include a .capx so I can't investigate this any further. This is why we ask that you always follow the bug report guidelines. Closing. Please file a new report following all the guidelines if you still have trouble.

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  • Closing as not a bug. Following your instructions, I add the effect to the initial layer, which is opaque therefore turns all red. If I add a sprite, that turns all red too, so it can't be seen. This is working correctly. Please also always follow the bug report guidelines in full; you did not attach a .capx so I cannot guarantee I am seeing/doing the same things as you.

  • Closing, please follow the bug report guidelines, and note we will not investigate if the source of the problem is from your server or database.

  • See memory usage in the manual. If there are no instances of an object in the layout view, its images won't be loaded at the start of layout.

  • Please file a bug report if you have any issues, we are so far unaware of any audio playback issues that you mention and in our last tests everything worked OK.

  • In theory the browser should do key mapping, but last I tested it (a long time ago) there were still differences between Firefox, Chrome, Windows/OS X etc. so C2 does some mapping in the plugin itself. There's not really any good solution to this though since whoever is supposed to fix this (you, us, browsers, OSs, gamepad manufacturers) faces the problem of normalising gamepad keys across probably hundreds of models of gamepad, which is pretty hard work. So I'd just test across any major models of gamepad you can find and if the mapping doesn't work out try to correct it.

  • I'm not sure why your question mentions that the sprite is moving - it has no effect on the memory usage if it moves of stays still.

    As the memory usage manual entry says, "Sprites are either fully loaded in to memory, or not at all" - so the fewer frames a sprite has, the less memory it will use. But if you put those frames in to different sprites on the same layout, it's the same.

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Ashley

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