Ashley's Recent Forum Activity

  • Can't reproduce in Chrome on Android 5 on a Moto X. From your screenshot it looks like you're running the device stock browser instead of Chrome (it looks different). Are you sure the problem reproduces in Chrome? You may have to install it separately from the Google Play Store. We won't fix bugs in the stock Android browser because its got pretty poor HTML5 support and sometimes lacks support for things like high-DPI display (which looks like the problem here).

  • If it works in C2's preview mode but not after you export, either you are running it wrong (e.g. trying to run from disk, which won't work), you uploaded it to the server wrong (e.g. missing some files), or the server configuration is incorrect (e.g. missing MIME types). It's also possible it's a glitch caused by buggy graphics drivers. None of these are bugs in C2. Include a link to your published game for more information.

  • There is nothing we can do unless you can provide more specific information about how the problem occurs. We can't debug an issue with reproduction steps like "work on a project for an hour and hope something happens", especially since debugging a problem often involves running through the steps several times. Please file a new report if you can find any more information about what it is that's really causing the problem.

  • Closing as there is nothing we can do without steps to reproduce (required by the bug report guidelines).

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  • It's not a bug that it creates new instances. Since you are using a global layer, it's like copying and pasting that layer's contents to the other layouts. Therefore it's like having another 4 global instances on the second layout. It is working correctly by creating another 4 instances as it goes to the next layout. It's a bug that they have the same UIDs though - this is fixed for the next beta.

  • I double-checked our code and it definitely sets the volume before starting the sound. Also it works correctly in Firefox. So it seems to be some issue with Chrome. We can't fix Chrome bugs for them, you'll have to report it to Google, so closing as won't fix.

  • Closing as can't reproduce, and nobody else is reporting this, so seems to be a problem specific to your system. C2 does tell Windows to hide any windows it creates during the export process, so something on your system must be overriding this.

  • Closing as duplicate of https://www.scirra.com/forum/viewtopic.php?f=151&t=116561. It seems the workaround is pretty easy, just use tiled backgrounds for jump-thrus, whereas fixing this would be difficult (the engine considers the entire tilemap to be a single object and treats it accordingly).

    I don't remember ever saying tilemap zoom was impossible. Citation needed!

  • That looks like it is caused by a third party plugin, so check you have all addons installed correctly and up to date.

  • Yes, it will use collision cells. The collision condition only needs to be the first condition in the event referring to those object types. "Every X seconds" is a system condition so does not refer to any object types. If you had a condition before it picking any "enemy" or "player" instances, that would force it to skip collision cells.

  • No, you should not define self as a global variable.

    Construct 2 uses Google Closure Compiler to compile JS code, which is separately documented by Google.

  • All existing C2 content already has Ogg Vorbis audio. Switching format to something like Opus would be tricky because everyone would have to re-encode/transcode their audio files.

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Ashley

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