Ashley's Forum Posts

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  • You might be trying to get browsers to do something they're not designed to - there are many security measures for safe browsing that probably prevent you launching EXEs. Why not use Classic if that's essential?

  • Does it work if you export an EXE and run that? I would not be surprised if browsers prevent you from launching EXEs (even the Construct editor) though, because it would be a security risk.

    Did you try the file:/// protocol as well?

  • Oh right - the standard way to specify a file in a URL is with the File URI scheme, e.g.:

    file:///C:/path/to/file.txt

    Note the three forward slashes after "file:", and forwards slashes also separate the folders (as opposed to backwards slashes when not using "file:").

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  • chrisbrobs, why not try both those things with your browser and see if they work? I'm not certain of the answers, and there are many combinations of system and browser - part of the purpose of the public alpha is to see how it works for everyone. If it doesn't work, maybe I could investigate your particular setup and see if anything can be done.

  • Release 41.2, just released yesterday, properly supports iOS with the 'fullscreen in browser' setting (which was itself added only 3 days ago). The canvas won't stretch - it'll extend to fill the device window, no matter how big it is. The WindowWidth and WindowHeight system expressions give you the current canvas size, so then you can position and size everything relative to that.

    Does that help solve your problem? These releases were literally days ago, so you may have missed them.

  • Haha, cool Nice game, one of the first done in C2 as well! You can get proper transparency support if you install an image editor with alpha support, like Paint.NET.

  • They now render in the editor with my intel graphics card. There is white space when using the tiledBackground object with a non power of two texture, but that's not much of a problem.

    Excellent! I anticipated tiled background would show spacing for non-power-of-two textures, but it's difficult to solve and only happens in the editor, so I think I might leave it as a known bug.

    [quote:dsc0hm99]I must say in general that C2 is looking great. One small request though: could you add the "move at angle" action for sprites.

    Thanks Instead of 'move at angle' though, there's just 'move forward' - you can combine Set Angle and Move Forward to move at angle. Is that enough or would an all-in-one action still be convenient?

  • Oops, you'd better re-download if you downloaded before this message - I accidentally included Davo's very early start at an image editor which definitely doesn't do anything useful yet. So you can either peek at that, or download again which launches an external editor like before

  • Locking this thread. Please PM me personally whenever you have an issue with the conduct of any moderators.

    To everyone else: I don't think it helps to throw counter-accusations.

  • Download Construct 2 public preview 41.2

    Link to release 41

    Just a little maintenance release to see if the editor drawing problem is fixed on old video cards. If you've had problems before, let me know if it works now!

    Changelog

    • [Change] iOS viewport size is now the device native resolution in exported fullscreen apps. Before, it would instead take the Safari default page size, which is bigger than necessary.
    • [SDK] All scripts now use ECMAScript 5 "strict" mode, which is more secure, performs better and catches common programming errors. Currently only Firefox 4 seems to support it, but this is good future-proofing.
    • [Optimisation] Events inside groups had a performance penalty. This has now been eliminated so events inside groups are as fast as events outside groups.
    • [Fix] ([s:11v4satf]Untested, but hopefully[/s:11v4satf] works) Fix for sprites and tiled backgrounds not rendering in the editor on old graphics cards.
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  • I think the main thing is just to have useful high quality content, and as long as you've got one or two incoming links people will find it and it will spread just because it's a great site.

  • Ah, thanks for the info dump - looks like the fallback when non-power-of-two textures are not supported isn't working. I'll see if I can fix for the next build.