Ashley's Recent Forum Activity

  • You're both right, the manual entry actually contradicted this. I've updated the manual to note amplification is not supported.

  • Should be fixed in the next build.

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  • Note your .capx URL is incomplete.

    This is occasionally reported, but it is a bug in Windows itself. Each process can only create up to 10,000 graphics objects, which is a limitation in Windows since the 16-bit days and has never been lifted. I am amazed that anyone would actually run in to this limit; I've no idea how you could need so many frames, and anyway this seems contrary to our advice on conserving memory.

    Anyway there's not much we can do about this in C2, but C3 is being architected with this limit in mind. Exporting your project is a slower way to test, but the spritesheeting on export usually brings the image count back under the limit. If another browser works then you can always test with that as well, I guess maybe Firefox have their own graphics engine that doesn't depend on the OS and can go further.

  • Closing as by design. As per the Web Audio API you cannot amplify audio, only attenuate it. Given that much digital audio content is already normalised (reaching to peak level), allowing amplification would probably be something of an anti-feature anyway, since even slight amplification would immediately cause clipping and distort the audio. Certainly amplification as high as +50 would cause such severe clipping as to probably render the original sound unrecognisable.

  • Closing, please see the bug report guidelines, or report this to wacom if there is an intermittent issue with your mouse/hardware.

  • Closing as won't fix. The platform behavior is designed for the player, and one of its features is to support moving platforms. So when the bottom object moves it is treated as a moving platform, and the objects on top of it move with it. So actually it is working correctly.

  • Closing as can't reproduce: it works correctly in Firefox Nightly here. As per the previous report it seems to be a Firefox bug, and one workaround is to create a new Firefox profile.

  • Closing, please see the bug report requirements.

  • 1. Under some circumstances the host (or signalling server) may not notice immediately that a peer has become disconnected, but on both ends it should time out after about 20 seconds if they cannot communicate. It's not clear from this report if you have checked if this is happening; I assume the timeout mechanism does work correctly, otherwise the signalling server would clog up with zombie peers, and I can see it is not.

    2. I'm not clear what you mean by this: if you get disconnected then the multiplayer engine should time out all peers as it realises it can't communicate with anyone. It may or may not destroy your own player depending on your own events. I am also confused as to how you appear to report that the bug is objects are not destroyed, when your "attach a capx" instructions indicate to change the game to not destroy objects, which makes it sound like it is simply a consequence of that change.

  • Should be fixed in the next build.

  • Closing, please see the bug report requirements.

  • Closing as by design.

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Ashley

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