Ashley's Recent Forum Activity

  • Fixed for next build.

  • As far as I can tell, this is a Firefox bug. It's simply failing to open storage at all. Does it still reproduce if you create a new Firefox profile?

  • I finally got to the bottom of this, it turned out to be related to the tilemap version of the collision cells optimisation. It should be fixed in the next build... hopefully that's the end of the tilemap issues!

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  • I've found it's because the asm.js build of the Physics behavior uses eval() in a few places. I've no idea why, but this is not allowed on the Chrome Web Store.

    I don't know what we could do about this!

  • It's minor, but you're right, it should go "A", "A1", "A2". Fixed for next build.

  • This is by design: because the fade behavior is active on startup, it retrieves the opacity to fade to when it is created, before 'On start of layout' triggers. After that it controls the object opacity, so your 'Set opacity' action is overridden.

    The workaround ought to be to have the fade behavior inactive on start, and use the 'Start fade' action after the 'Set opacity' action. However I noticed this did not work, but fixed that for the next build.

  • Can't reproduce, works for me. Try pressing 'Reset dialogs' in Preferences.

  • Closing as not a bug. The server for the given URL does not respond with the "Access-Control-Allow-Origin" header, indicating that you do not have permission to use that image remotely. This is a basic principle of web security: by default only content on the same origin (domain, protocol, port) can access resources from that origin, and outside access must be specifically whitelisted. See the manual entry on AJAX for more information about cross-domain access.

  • Closing as not a bug: you can't disable collisions for those types, only Sprite.

  • Closing as won't fix: you do not specify a full path, so the OS will try to guess the location of "dxwebsetup.exe". Presumably it guesses wrong and does not run the file. You probably want to include NWjs.AppFolder in the path to make it explicit.

  • There is not a .capx in the last post of the thread you linked to. Please make sure the bug report includes everything necessary to investigate, including a direct link to a .capx.

    I tested this with Space Blaster and it ran fine exported as a Chrome Web Store packaged app and loaded from chrome://extensions, so it appears to be working OK.

  • I'm not sure there's much to be done about this - it appears to be a limitation in how asm.js works. IIRC this is the same .capx you submitted last time, and I can create about twice as many objects than before given the recent memory increase. But AFAIK the only solution is to increase memory even further, which starts to add a lot of memory overhead to physics games, and still does not entirely solve the problem (you just get to go longer before it crashes).

    If it's a really serious problem you could go back to box2dweb physics, but that's a lot slower and no longer maintained.

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Ashley

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