Ashley's Recent Forum Activity

  • Closing as won't fix. It's probably the browser failing to issue the mouse up event. But alert dialogs are hacky and should only be used for testing - they are modal, pause the entire game, and don't work on some platforms/environments at all, so don't use them for real games.

    IE8 does not support HTML5 at all so I don't know how you could have tested with that!

  • Closing as duplicate report.

  • Closing as won't fix: the problem is with the browser, not C2.

    In Chrome for iOS, it correctly triggers 'On suspend' and 'On resume' when switching tabs, but not when returning to the home screen and going back (which Safari does correctly). Old Android stock browsers simply don't support the Page Visibility API which is the way the browser tells C2 if the page has been hidden, so it can't be supported. It should work in Chrome for Android though.

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  • Thanks, should be fixed in the next beta.

  • Closing, please see the bug report requirements

  • I can't reproduce the problem. In the provided .capx, I can zoom in and out and select objects and everything appears correctly. I think this is probably a graphics driver bug, are your graphics drivers up to date?

  • Closing as by design. One unexpected aspect of OR blocks is, in order for them to work correctly at all, they must be able to run with possibly zero instances selected for a type. "Layer 1" is invisible and it's in an OR block so the event is definitely going to run its actions based off that alone. The next condition tests for sprites which have var = 1, and none do. So the event engine picks zero of those instances and proceeds to run the actions. The actions run for all picked instances, so the Sprite action runs zero times and Sprite2 was not referenced so runs for all instances (once in this case).

    Note if you saw Sprite rotating, it would contradict the fact you have a condition that says it should not rotate.

  • Closing as not a bug, this is more of a feature request.

  • In C2 it's basically undefined. It picks an arbitrary instance (read: random) to use as the default instance in the editor. It could revert to using the default settings every time, but this is usually worse, e.g. if you have 3 large red text instances, and you drag and drop in a new one, you probably don't want it to revert to small black text - picking any of the existing objects to clone is more sensible. One workaround is to adjust your workflow so you always copy and paste or ctrl+drag an instance, so the editor knows which one you want to copy from.

  • Probably not because it's a perfect candidate to offload on to a different CPU core and run in parallel. Maybe on a single core system, or a really badly designed browser/OS which can't parallelise it, but I think all modern systems are fine.

  • See troubleshooting Construct 2's preview server.

    You really, really should upgrade from XP. It's well past Microsoft's own support, so it's becoming increasingly insecure; browser makers will sooner or later drop XP support too (so you'll end up with a frozen, aging version of Chrome at some point for example, and of course you cannot test IE11 or Edge with their radical changes); we ourselves may eventually drop support for XP because it's increasingly difficult to support such old systems.

  • It does, i tried. I got hundreds objects, even if i check every 10 seconds, the lag caused by the evet is there. Because i need to put For Each object -> create test sprite -> test sprite overlaps/dont overlap. Basically, it has to repeat the event for every object.

    (Emphasis added)

    Creating a sprite is a far more performance intensive than checking for an overlap! Instead you should just have one instance of a 1x1 sprite which you simply position to the image point, then test for overlap with. If you are just moving around one instance of the "detector" sprite and not constantly creating and destroying them, it should be perfectly performant.

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Ashley

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