bolosaur's Forum Posts

  • Ashley

    I'm using the "Socket" plugin that comes with Construct 2. I'm trying to connect it to a node.js server I've got running with socket.io, and it resolves perfectly fine when I'm testing it through other means. When I'm using Construct 2's Socket plugin however, it doesn't seem to use the value I provide in the "Connect" function of the plugin, as whenever I test my game it just tries to connects to "http://undefined/socket.io/1/whatever" according to the Firebug console.

    Taurian

    What do you mean it doens't connect via HTTP? Isn't that how WebSocket tries to establish a connection? Also, the default port doesn't matter as far as I know, because it's set to "80" on both ends.

    Velojet

    I'm using the built-in "Socket" plugin. I'm also not claiming that it's a Construct 2 bug, but I assumed it could be posted here as the plugin is included with Construct 2, or maybe I'm wrong about that?

  • Hi,

    I just made a simple socket.io test game, and even though I've specified a valid address and port I can see that my Construct 2 game is trying to connect to "undefined" rather than "http://myaddress.com".

    Is this something you're familiar with?

    I'd post an example, but I can't due to the bug described here.

    Thanks a lot guys.

  • Hello,

    I've been having random/strange issues with my game not loading after exporting them. It happens on occasion, and now it's happened again after exporting an extremely simple socket.io test.

    The link is https://dl.dropbox.com/u/2725629/taquter/test1/index.html

    Firebug is also reporting the following errors on load:

    module is not defined

    ...ined"!=typeof navigator&&/webkit/i.test(navigator.userAgent)})("undefined"!=type...

    c2runtime.js (line 167)

    cr is not defined

    cr.createRuntime("c2canvas");

    index.html (line 99)

    Any ideas?

    Cheers!

    EDIT:

    Also, the games always work in test builds on localhost, even when they don't work after exporting.

  • Thanks, but I don't think anyone should be accepting the information at face value right now. The solution leaves a *lot* of letterbox space on some platforms, even though it technically displays right without having to scale down on most of them.

    I'm still thinking there must be a better solution, so as of now this topic might be better off serving as an index of display resolutions for different platforms. :-)

  • Maybe so, but I don't think it should make the application crash and corrupt my project?

  • Hello,

    I recently created a new project in Construct 2, and after about 20 minutes of setting up the basics I was just about to start working on my player characters' behaviors, when after adding both "Platformer" and "Physics" behavior to the player sprite, the application crashed and subsequently corrupted the project.

    When trying to run the project again I get the following error:

    Failed to open project 'C:\mygame\game.caproj'

    Cannot locate element 'behavior-instances'

    Under element: c2layout \ layers \ layer \ instances \ instance

    Line 60, column 17

    In C:\mygame\Layouts\lvMap1.xml

    The file may be invalid. Try checking the file in a text editor (proejcts are saved in XML format).

    I PM'd the project to Ashley.

    Is this a bug?

  • Ashley

    Ah, that makes sense, yeah.

    As for the r92 update, I think it's really cool that WebKit browsers have been fixed, but since Firefox is still a pretty big market share I suppose the only solution is to wait until HTML5 rendering technologies have become implemented properly in all browsers, like you said in another thread.

    Thanks for the info.

  • Thanks for the information.

    Do you guys have any learnings in regards to exactly how one needs to scale a game in order to completely avoid both tearing and anti-aliasing?

    For example, would you suggest importing sprites that are four times as big as intended, and scaling them down with sprite objects? Or would you suggest making the entire game four times bigger, and scaling it down with display options or layer zooming?

    The reason I'm asking is because the former would have the problem of tile sets becoming obsolete (as they cannot be scaled, unless I'm wrong there?) and the latter has the issue of requiring the programmer to take into consideration that every algorithm related to speed, movement and positioning would have to be multiplied by four in all cases.

    So the reason why I created this topic really is just to see if there's a best practice when it comes to making pixelart games in Construct 2 as of now, and if you guys know of any?

    Cheers

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  • I know you guys are really busy, but I want to give this a bump in case it's a bug that needs to be fixed.

  • Ashley

    You are right about that, I had accidently copied a couple of animation frames which was the reason for the desync. My bad!

    However, it appears that tearing still does occur. Those four sample games were made with your r92 update, and I'm still seeing quite a bit of tearing regardless of which display or rendering settings I use when exporting the demos.

    Is anyone else seeing this as well?

    Also, does it matter whether or not those demos were originally generated in r91 despite being compiled in r92? Because if so then that might be the reason why your fixes aren't having any effects (unless they have and I'm just blind to it?)

  • <img src="http://www.thegamingvault.com/uploads/2010/09/036.jpg" border="0" />

    And that's the end of that chapter.

  • Hello,

    I may have discovered a potential Construct 2 bug that occurs when saving changes to a project that has been created on a network drive.

    Here's how I reproduce it.

    1) Create a new project with "Use a project folder" and save that project to a folder on a network drive under "My Computer."

    2) After creating the project, make some changes to it and and save those changes (just to show that saving is possible in this state.)

    3) Close the project.

    4) Open the project again by double-clicking on the project file in your network folder.

    5) Make a change.

    6) Save it.

    You are now prompted with the following message:

    Error saving project 'mycrazygame' - the project has NOT been saved to disk.

    We apologise for any loss of work. You may want to report this issue to Scirra.

    Message: Failed to move .caproj.tmp to .caproj

    File: \\?\\\vmware-host\Shared Folders\myfolder\c2\mycrazygame\mycrazygame.caproj.tmp

    Is this an issue you're familiar with?

    Also for the record I'm running Construct 2 on a virtualized Windows 7 64-bit guest machine under OSX using VMware Fusion 4, and the network drive in question that I'm trying to save my project to is actually a shared folder between the host and guest machine.

    Thanks!

  • In my humble opinion, if you're looking to do something innovative and interesting in terms of multiplay then you should probably look beyond minor details such as point distribution and instead try to bring something fresh and interesting to the table with the game as a whole.

    I think there's a lot that could be done with the MMO genre (and especially in HTML5 format), so why not try to approach "MMO" from a more interesting perspective rather than inherently adopting already established concepts (leveling, exp, talent points, killing spiders etc).

    Construct is your blank canvas, so why not treat it as such? :-)

  • Sorry Ashley, I managed to remove an important line from my last post. :)

    What I meant to say was that your fix worked in the iOS browsers, but when I saved the pages to my home screen the above mentioned bugs occured.

    Are you getting this as well?

  • Yeah, sorry. Those links were built with r92 after your fixes had been applied.