carlh's Forum Posts

  • Link to .capx file (required!):

    dropbox.com/s/2y4dk5ywi7xl46g/Problem%20med%20Node-webkit.zip

    Steps to reproduce:

    1. Create tiles using sprite method.

    2. Run the .capx within construct 2 (works fine).

    3. Export it using node-webkit (now shows seams around the textures borders (observable in full screen)).

    Observed result:

    Seams around texture borders.

    Expected result:

    No display artifacts, just the texture.

    Operating system & service pack:

    Windows 7, service pack 1

    Construct 2 version:

    r126, r127 (same bug)

    Yes Andreyin, in this little example (the .capx for the .exe file in the previous post) the textures are created using the power-of-two size format (though that's not the texture size I'm using in my game levels, but the same bug appears whatever texture size I use).

    Sorry for creating and uploading the .exe file earlier, my bad :P

  • Link to .capx file (required!):

    dropbox.com/s/b16srms8bx59g0r/New%20project.zip

    Steps to reproduce:

    1. Create tiles using sprite method.

    2. Running the .capx within construct 2 works fine.

    3. After having exported it using node-webkit the file shows seams around the sprites borders (observable in full screen).

    Observed result:

    Seams around the textures borders.

    Expected result:

    No artifacts, just the texture.

    Operating system & service pack:

    Windows 7, service pack 1

    Construct 2 version:

    r126, r127 (affects both)

  • thx btw :)

  • lol, yeah, same here :) I unchecked it at one point, but must have been while I had v126 installed.

    Now I only have one problem left: tiles/sprites not being meshed properly after the node-webkit treatment.

  • I downloaded your capx file, and I had ver126, could not open your file, because it required ver127, so maybe you have switched version during development at some point? At any rate, we have the same problem.

  • You have not changed version number while you created your level? At first I only had problems with sprites/tiles not meshing, and then when I changed from 126 to 127 the file failed to open. Even after having reinstalled 126 it fails to open.

    Yeah, wonder what it could be, well... the node webkit is 3d party software, so it might be that we're in some kind of limbo land now :)

  • We're in the same boat, I've posted something similar, just noticed your post.

  • Steps to reproduce:

    1. create level on ver126 (fg-tiles created using "sprite-method").

    2. testing level within ver126, everything is in order.

    3. export to file (using node-webkit) and the file shows "seams".

    4. "seams" are shown in ver126 as well, but not when testing the level.

    5. uninstall ver126, install ver127.

    6. when exporting to file, the node-webkit exe-file fails to open.

    7. same scenario with ver122.

    Observed result:

    The node-webkit exe-file initially shows seams, and after switching versions, fails to open.

    Expected result:

    A nice little file

    Operating system & service pack:

    Win 7, 64bit, service pack 1

    Construct 2 version:

    122, 126, 127 (created on 126)

  • Yeah, I "inverted" the triangle mesh, and voila! C2 works properly again. Thanks Zatyka!

  • I located the tile that is causing the problem, bc after removing it, construct doesn't complain anymore.

    So I looked at the tiles collision mask... there's only three points in it, a small triangle.

    I've placed the triangle in the middle of the tile instead of at the edge. Didn't solve the problem.

    I've also placed any collision mask points close to the edge of neighboring tiles a bit further away. Didn't solve anything.

    As I've pointed out, if I delete it the problem goes away, but then I loose the artwork for that specific tile as well, and the tile is part of a "spliced large foreground tile".

    The message Construct gives me when I run the layout begins with the following line: "assertion failure: physics polygon separation resulted in no polys".

    Grateful for any input, thx!

  • I agree, such a feature would be great... here's hoping!

  • Even though I do a run of the game every 15 - 20 tiles, it's still really difficult to figure out which tile is the root of the problem.

    The dialogue box didn't make any sense to me :(

    It says among other things: "Physics polygon separation resulted in no polys"

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yeah, I've understood that as well, and a version 2 always packs more features than a first outing, still a bit cumbersome though, but hey, I guess a workaround solution is still a solution, and it didn't take too much time, although I'm only finished with the first half of the map. :)

  • Created foreground-tiles for a 2D game. Speed up the process by following Ashleys tutorial "How to make a Platform game". Great. Only problem is this method doesn't jive that great with the collision polygon action because some tiles will have several solid areas with space separating them--that is--when a large image gets divided into smaller parts some of these parts will be a nightmare to try and define with the collision polygon action since you can't have multiple areas in one tile :(

    (What I mean is: the program wont splice the large texture image into tiles that are easy to define when working with the collision polygon method, it will only create tiles that are the same size, which is what it's supposed to do, but this becomes a problem when you're not able to create multiple, separate collision polygon areas in one single tile)

    I've read the following post, "Alternative to collision polygon?", and Joannesalfas suggestion is of course a solution to the problem, but it just gets headachingly cumbersome when you're dealing with about 200 tiles.

    Do I need to downgrade to Construct 1? As I understand it, the first version of Construct is not using the collision polygon method, it is not using html5, which apparently, according to Ashley, isn't fast enough yet for "full polygon collision detection", or something like that.

    Thank you for any advice you have on this matter!

    :)

  • Custom movement behavior does not want to work with solid objects. I've tried making the objects solid and I've tried adding physics and making objects unmovable. (press space to gain speed)

    mediafire.com/download.php

    I'd appreciate your help, thx!