Ashley's Recent Forum Activity

  • Closing as won't fix. I can reproduce, but what is happening is you are creating one-shot particles that effectively are never destroyed. The size of the particles object is a box bounding all the particles, and as particles wander off in all directions, the box gets bigger and bigger. The engine uses collision cells as an essential optimisation to keep collision testing fast, but one thing it has to do for that is update which cells an object is in, and a huge and continually expanding object requires an increasing burden of collision cell updating, which is what happening. Also significantly you have set a gravity, so it's not just a linear rate the object expands: it's accelerating.

    I can't imagine why it's useful to do this anyway: either you want the particles to disappear after a while, in which case you should let them be destroyed, or you want to keep the particles on-screen, in which case you should make them continuous and have a timeout, or just use sprites which wrap to the layout.

  • I can't reproduce in r204.2. The problem you describe and screenshots seem to indicate it's a graphics driver bug. I'm testing on a nVidia GeForce GTX 660 and I can move around all three objects a lot just fine. What is the graphics hardware of the systems you can reproduce on and do they all have up-to-date graphics drivers?

  • I can't reproduce, it seems to keep playing indefinitely just fine here in Chrome. Perhaps try it in Chrome Canary in case it's a Chrome bug that has already been fixed?

  • Well I can't reproduce, zooming does and always has work fine for me, and as far as I can tell the vast majority of users since we would be getting a lot more reports if C2 really was broken. So this suggests an issue specific to your system.

    GPU driver bugs (and the latest drivers can still be buggy) are one of the top causes of crashes in C2, so I still strongly suspect that. Most vendors write terrible quality drivers. If you're using the Steam version, perhaps you could try downloading the version direct from our site instead and running it after closing Steam, in case it's Steam itself that is breaking C2?

  • I can reproduce, and it happens in browsers too: http://www.scirra.com/labs/bugs/overlaytest/

    (Please always test everywhere you can, this is important information for bug reports)

    This could be tricky to fix, I guess it relates to how the spritesheeting on exports interacts with background-blending WebGL shaders. I'll investigate, but may postpone this to the next beta cycle (I want to have a stable update out soon).

  • It appears correctly here in all of Chrome, IE and Firefox on an nVidia GeForce GTX 660.

    Inside shaders, color values are normalised to a float in the range [0, 1]. So the color values you are entering are really divided by 255 and rounded to a low-precision float to conserve memory bandwidth. My best guess is a driver, OS or browser component changed recently, and now something is rounding in a different direction, so it amounts to a rounding error. The workaround should be simple: just increase the tolerance to say 2 or 3, and it will still include close colors that have a small rounding error compared to what you are testing for.

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  • I think there's too much on the parent page that could conflict with the C2 engine or its canvas tag, preventing it being able to easily integrate to existing pages. Embedding games with an iframe is the recommended way of integrating a C2 game in to an existing page.

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  • Closing as not a bug: it is currently by design that the targets are shared for the entire object type. The 'add target' action affects all instances, not just the picked ones. I guess this is a feature request, but it isn't a bug.

  • Thanks, fixed for next build.

  • Audio is not supported using Cordova on Android 4.4 and older. It should work with Cordova on Android 5.0+, or when exporting with Crosswalk (which is our recommended way of publishing to Android). Since you did not specify the Android version you tested on I am going to assume this is the problem and close this report. If you still think there is an issue, please file a report following all the bug report guidelines.

  • Should be fixed in the next build.

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Ashley

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