agouibo's Forum Posts

  • 10 posts
  • Has anyone noticed that having a text object on the layout editor (doesn't affect runtime or event sheet), uses a lot of GPU. I noticed that if i designed a level in my game, then GPU was constantly on 100%, but went down to normal when switched to event sheet. Later, after trying to figure out what is going on i discovered that the text object itself causes this.

    So i tried to debug it this way: I created three different layouts, first one had zero text objects, second layout had one text object and third one 24 text objects. So, Layout 1 used 0% of GPU, Layout 2 used 15% and Layout 3 used 25% of GPU.

    Problem occurs when layout with text object is visible on C3 editor.

    I tried it with my desktop at home, laptop at work and also with my friend's desktop which uses Linux. Same problem occurred on all of them.

  • I have a tilemap that has four tiles, and i need to write every tile's state (tile position and it's id) into an array.

    But i need to check also if there is an object overlapping a tile, and set another value (boolean) to array based on object overlapping.

    So, after the loop, array should look like this:

    Index TileX TileY TileId Overlaps
    0 0 0 0 0
    0 0 1 1 1
    0 1 0 2 0
    0 1 1 3 1

    0: 0, 0, 0, 0 --> last value means that this tile does not overlap with an object

    1: 0, 1, 1, 1 --> this tile overlaps with an object

    2: 1, 0, 2, 0 --> same with this one

    2: 1, 1, 3, 1 --> same with this one

    Main idea with this functionality is that after loading tilemap from JSON (on every start of the layout) i need to check tile id and it's overlapping value. If overlapping value has 1, then i change tile's id to a specific value. If overlapping value is 0, then i set tile's id to it's current id-1.

    At the moment i'm stuck with an overlapping part. I'm a beginner with with an arrays, and manipulating tilemaps, so i would be very thankful if someone could help me.

  • Hello!

    Has anybody encountered something like "invalid function name [function name]", when opening a project in C3? I copied some code from one project to another, and it included a function. And now i'm not able to open the project anymore.

    Is there any way to bypass this or a fix?

    Tagged:

  • Magistross

    It works! Thank You so much for Your time to figure it out.

  • There is definitely something wrong with the "Dialogue_ProcessText" function last part (the one that pre-insert line breaks so word-wrapping is flawless). I suspect the "TextWidth" expression from the SpriteFont object to be the culprit...

    I'd need to debug it thoroughly by comparing behaviors from C2 and C3 runtime, but alas my free time isn't what it used to be...

    Thank You for an answer! At least i got some clue where to look at.

  • I'm still having an headache with pre-wordwrap on C3 runtime. I tried to remap space on spritefont, and defined character witdh in JSON format spacing data in spritefont. And i'm not able to get it to work.

    An example

    Lumicreative.com Did You manage to fix that problem?

    Magistross Do You have any suggestions?

    I would be really appreciated in any kind of help :)

  • Okay, found a solution.

    Decimals in a Float

  • I have a global variable "Number" as 0, and object "Button"

    SO, every time "Button" is touched, then 0,01 is added to "Number".

    -->

    On Touched "Button" --> Add 0,01 to Number

    Problem occurs when i touch "Button" after 5th time, then this happens:

    Number = 0 --> 0,01 --> 0,02, --> 0,03 --> 0,04 --> 0,05 --> 0.060000000000000005 --> 0,07 --> ...

    Problem occurs with 5th addition, it gives me 18 numbers after decimal point.

    Can anyone help me with understanding why this happens, and how to prevent it?

    Idea in the game is to compare two numbers. First function gives me number with two numbers after decimal point (floor(random(1,10000))/100), and i have to get equal number with touching "Button". But this problem prevents to achieve my goal

  • I have 100% sure that i've installed Java.

    Java site check: "You have the recommended Java installed (Version 7 Update 45)."

    And yes, i believe that You can't reproduce this problem. Otherwise it had been already reported. It's one of those "it doesn't work, and i have no idea why" problems/bugs.

    At least i'm able to export without minifying project, i'll try on someone else's computer.

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  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/59703498/test.capx

    I'm not able to export my project if "Minify script" is checked. After choosing platform to export (e.g CocoonJS), export options, and exporting project dialog, another dialog appears.

    It appeared after i reinstalled Windows. Everything was ok before that.

    This dialog does not appear with my project only. If i choose Construct templates etc. it still happens. That's why i added template capx.

    Steps to reproduce:

    1. Open project.

    2. Choose platform (doesn't matter which one, none of them works).

    3. Check "Minify script" --> Export.

    Observed result:

    If export is finished, dialog appears. Exported folder is empty.

    Dialog:

    HTML5 exporter

    Error during export: Cannot open file

    C:Users\user\AppData\Local\Temp\c2-11S1RN\c2runtime_min.js

    Expected result:

    Successful export.

    Browsers affected:browsers are not issue of this bug

    Chrome: no

    Firefox: no

    Internet Explorer: no

    Running in layot works perfectly.

    Operating system & service pack:

    Windows Vista Home Premium

    Service Pack 2

    Latest updates are installed

    Graphics driver is up to date (Geforce 8600M)

    Latest .NET framework is installed

    Latest Java is installed

    Construct 2 version:

    Release 146 (32-bit)

  • 10 posts