Ashley's Recent Forum Activity

  • No, for that error, the mistake is definitely in their plugin. As it says, their plugin defines two actions with the same ID, which is obviously not allowed.

  • — - running from disk like that has never been supported - if it says file:/// in the address bar then it will never work, because browser security around local files prevents the game loading. You need to visit chrome://extensions and use the "Load unpacked extension" option. This is all documented by Google.

  • Can't reproduce and nobody else is reporting the issue, so it must be a problem specific to your system. Sorry, not sure what we could do about this. Maybe check your graphics drivers are up to date? The "File - New" or "Open project" steps are the moment the editor first creates an OpenGL view, which is where most buggy graphics drivers then throw an error.

  • Thanks, should be fixed in the next build.

    Note there's no reason at all to use a C:\ path - if you just use "Test_1.webm" without a path it loads it from the project file.

  • Thanks, good catch. Should be fixed in the next build. Note for me it did loop the correct number of times; it is just that the Chrome dev tools log would collapse identical logs in to one line with a number next to it. The issue was loopindex("a") was returning the least nested loop's index (event 2) rather than the most nested (event 4). From the next build, when identical loop names are used it returns the most nested first, which fixes it.

  • It is actually working correctly given the way it's currently designed: when the animation loops it goes back to the "Repeat to" frame, which is frame 0. This restarts the animation when playing forwards, but sticks it at the end when playing backwards.

    We're due a stable release soon and this is not a regression, so I won't fix this for the next build. However I'll leave the report open and figure out something for the next beta cycle (I guess a "set repeat-to frame" action would do it).

  • Can't reproduce with Edge on Windows 10 build 10240. You can check your version by running "winver". I guess you are running an older preview with a bug that got fixed, so closing. (Providing screenshots would be useful in future).

  • As far as I can see the problem is specific to asm.js physics. If I set the .capx in this thread to use box2dweb physics, it works fine as a packaged app when tested from chrome://extensions. If anyone has any issues with the Chrome Web Store when not using asm.js physics, please file a separate bug report for that.

  • Closing as not a bug. The Anchor behavior keeps its relative position in the viewport, it does not snap it to the corner.

  • Can't reproduce - I exported Space Blaster as an Amazon packaged app, zipped the result, uploaded it and the Amazon developer section accepted it after clicking "Save". The launch path defaults to /index.html, which is one of the files C2 exports. Perhaps you accidentally zipped the folder instead of the files.

  • Closing as not a bug. Your project uses "Letterbox scale" fullscreen mode, so will scale the display to fit the browser. The browser is usually smaller than the full size of the monitor, so the displayed game will appear smaller than the C2 preview.

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  • It works correctly in the Safari browser on iOS on an iPad. The iPhone displays it fullscreen with video controls, but that is how Safari handles video playback on the iPhone and there is nothing we can do to change it. The code C2 runs in the XDK is identical, so if the XDK does something different to Safari, that suggests the bug is in the XDK and not Construct 2. I think you should report this to Intel instead.

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Ashley

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