1971S's Forum Posts

  • As I told you on Discord, this looks absolutely nice and I'm really looking forward to those benchmarks. Keep up the good work, I might drop an email in the near future.

  • The recognition of gamepads is implemented entirely by the OS and browser. You should probably report this to Google since I doubt there is anything we can do about it. It sounds like an issue in Windows itself, if it only happens in the Fall Creator's update.

    Oh I will for sure! I just wanted to make sure I wasn't alone in noticing this issue, since I've already tried in two updated computers vs two non-updated ones and my results were pretty much confirmed, but I wasn't sure.

    In any case, https://steamcommunity.com/app/353370/discussions/1/1489987634018835888/ makes me think it might be a global issue within W10, as you suggested.

    Thanks!

  • Problem Description

    In Windows 10 machines (apparently, only if on the recently released versions), when plugging 1 controller, 2 controllers are recognised, with one of these two first indexes (0 or 1) being unusable for the rest of the experience. If other controllers are connected after they are recognised correctly.

    Attach a Capx

    https://www.dropbox.com/s/zlnzxmag6jyh50x/Controller%20Test.capx?dl=0

    Description of Capx

    Display the number of connected controllers recognised by the program (Gamepad Count) within a text object.

    Steps to Reproduce Bug

    • Open the capx with no controllers plugged in.
    • Go to the browser of choice.
    • Test the project, 0 controllers will be displayed.
    • Plug in 1 controller.

    Observed Result

    Test the project in Chrome with no controllers plugged in, 0 controllers will be displayed.

    Plug in 1 controller: 2 is displayed if on the latest version of Windows.

    Repeat the same process until the 4th step, but on Windows without Falls Update.

    Only 1 controller is recognised.

    Expected Result

    When only 1 controller is plugged, only 1 is displayed in the Gamepad count.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Correct Behavior: Windows 10 Pro x64 1703

    Incorrect Behavior: Windows 10 Home x64 1709

    Construct 2 Version ID

    Construct2 r247

  • I just checked again and this is indeed ocurring on NW.js, but yep! That's a good solution for a final project (and one indeed that solves the problem completely), but in my current state I'm just prototyping ideas.

    Anyway, I guess it can be worked around, so no further solutions are needed. Thanks all and sorry for the inconvenience!

  • Thank you! That makes a lot of sense, and I can see why this happens as well on NW.js, but could it be possible to disable this feature when exporting the project to desktop? I see no clear use of it then.

    Again, thank you very much for your fast response.

  • Hello there!

    This is a persistent problem I've encountered with Construct 2 when using XBOX 360 controllers. I don't know if it has been reported before (I could not find any mention to it after searching), but well, here's how to reproduce the issue:

    1. Close and open the project. Be sure that no preview is open on the browser.

    2. On Construct 2, press either F4 or F5 to preview the project on browser.

    3. Then (let's assume the project is a standard platformer), try to use your left joystick for movement and check that no input is registered.

    4. Press any of the 4 face buttons (A, B, X or Y) and now proceed to move with the joystick. It now responds to your input.

    5a. If we close both the project and the preview, open the project again and press F4/F5 again, the problem will appear when previewing.

    5b. If we close the preview and return to Construct 2, and then we press F4/F5, the problem will appear again upon previewing.

    5c. If we return to Construct 2 without closing the preview, make any changes and press F4/F5, the problem won't appear on the browser preview.

    6. This problem appears after exporting with NW.js too.

    It's important to note that I'm using the last version of Chrome, Construct 2 and NW.js, as well as the last driver for XBOX 360 controllers.

    Summing it up, it appears the controllers start disabled on both previewing and exporting and have to activated by pressing any of the 4 face buttons. I'm not sure if it's something I'm doing wrong or a bug on any of the ends. Here's a sample project to test this problem.

    Thank you all very much in advance.

  • Oh yeh, sorry. We noticed we should have included some kind of indications or tutorial:

    D - Go right

    A - Go left

    W - Jump

    The objective of the game is to get the best girl possible (and you can only get ONE girl), in the shortest amount of time! The thing is... better girls are farther from the start.

    :D

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  • <img src="http://humanpridegames.com/wp-content/uploads/2013/12/Pantalla-menu.png" border="0">

    Hey there!

    I'm not used to post stuff in forums (I prefer to lurk :D), but just thought it would be interesting to share it here. Where could we get more feedback than these forums?!

    This past weekend, a friend and I entered the LD28 Jam, and decided to go with a platforming game made with Construct 2. Although it was extremely exhausting, we are very pleased with the result! We will be repeating soon for sure.

    Pillage Rush on Ludum Dare's website

    I'm not asking for votes (like, don't vote!), I just want to know your thoughts about it to try and learn more from this experience.

    Thanks all, have fun!

  • Ashley

    Fixed

  • I have tried it and it crashes in my computer as well.

  • Link to .capx file (required!):

    https://dl.dropbox.com/u/20803261/NWTest.capx

    Steps to reproduce:

    1. Go to this link dl.dropbox.com/u/20803261/NWTest/index.html and load the game in any browser. You can also use the preview option in Construct (F4).

    2. Download the .capx file and export the project with node-webkit.

    Observed result:

    On any browser, the audio plugin will detect appropriately if a looping sound is already playing and won't restart it again every time we go back and forward.

    However, if we try the node-webkit version (win32), it's obvious that the loops get stacked when we return to the first layout after pressing the GO - BACK buttons, resulting in several instances of the same audio playing at the same moment, therefore altering the whole experience.

    Expected result:

    Node-webkit detects the looping sounds already playing and ignores the stated order of playing it again at the start the layout (for example, when navigating through menues).

    Browsers affected:

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r119

  • Ashley

    Ohh, ok. What a pity, could've been cool to introduce, but thank you very much tho!

    SocialLie

    Will take a look on that, cause it seems interesting! Thank you!

  • Amazing! Thank you very much aruche.

    Will tweak it from here and introduce it in the main game.

    <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I've been searching throughtout every forum' post related to this topic but couldn't find any proper solution.

    What I'd like to discover is how I could implement a touch pattern that moves the displayed area whenever the user draws some line, stroke, etc... on the screen. Whenever the user swipes.

    I got this example: .CAPX, demo but I think it's a bit rough, undefined.

    How could I smooth it?

    Thank you very much!

  • Sound added, a few things tweaked.

    Working on level 2 now.

    Thanks for playing.