Colludium's Forum Posts

  • Please help me investigate a bug I found a few days ago. Here's the closed bug report. The capx was only downloaded a couple of times with no other feedback so I've no way of knowing if my graphics drivers are deficient or if this is some sort of problem with C2 preview.

    The problem is apparent when previewing in Chrome over Localhost; with preview over LAN then no problem is apparent. The problem? Some HUD objects are drawn misaligned on the layout, and a mouse-over check is screwed up as well.

    I would be grateful if you could have a quick look at the capx and see whether you are able to reproduce the problem.

    Mods, I am aware that this could be construed as a double post... However, the original bug report was closed before I realised that everything works on my computer when preview over LAN is enabled. Please be understanding - I don't see how it can be a problem with my graphics driver if this works over LAN - can it??

    Thanks...

  • Ashley, my drivers are fully up to date (GTX 870M). Of interest, if I preview over LAN then this problem is not apparent! I discovered this when I was going to run it on another pc... but it always happens when I run Localhost using either my NVIDIA or Integrated graphics card... I should be able to test this on a completely separate system in a day or two and will update here when I can.

  • TheWyrm, you could also use the "Is Overlapping at Offset" condition check; to minimise collision checks you could use it to check if the player is overlapping a few pixels left or right of its current position. If your player moves at high speed then it might be worth checking an offset slightly greater than the number of pixels the player moves per tick (to ensure you don't get an erroneous overlap is true in both directions). This check could then only be made by a player On Collision trigger - thus minimising the number of collision checks per tick...

  • Problem Description

    I noticed that with Full Screen Off, some of my HUD objects were being displayed incorrectly. Run the capx and you'll see that with Letterbox Scale selected the layout is displayed as shown in the editor window but with Full Screen In Browser set to Off, the objects are positioned incorrectly in Chrome. Also, there is a misalignment of the mouse-over object check associated with this bug.

    Edit - this problem is not apparent when previewing over LAN, but it is when using Localhost...

    Attach a Capx

    [attachment=2:1k3e9309][/attachment:1k3e9309]

    Description of Capx

    The capx shows four squares that simulate HUD objects and are positioned near to the corners of the layout. With Full Screen In Browser set to Letterbox Scale, the layout is displayed correctly; with Full Screen In Browser set to Off then the HUD objects appear inset / further away from the borders than they should do (in Chrome only). This also affects the mouse over event check, whereby in Chrome the mouse-over check doesn't work correctly with all objects.

    [attachment=1:1k3e9309][/attachment:1k3e9309]

    [attachment=0:1k3e9309][/attachment:1k3e9309]

    Steps to Reproduce Bug

    • Select Full Screen In Browser to Letterbox Scale to see where the objects should be displayed, try mouse over
    • Select Full Screen In Browser to Off (in Chrome) to see them incorrectly positioned, try mouse over and observe the mouse over does not correlate with the sprite position

    Observed Result

    With Full Screen In Browser set to Off, the objects appear in the wrong place relative to the edge of the layout when run in Chrome, the mouse-over check seems to be affected by some sort of parallax error as well.

    Expected Result

    All browsers should be the same and as per the editor display.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r178 x64

  • Raicuparta - very slick game, good job! Just out of interest, what screen resolution did you build that to, it seemed more than 800px wide (which I thought was Kong's limit...)?

  • There's a simple work-around that I use sometimes. If you want to identify a sprite from a picked family then add a variable to the family to allow you to identify the sprite that has the behaviour you want to change. Then, using the Family.UID, the instance of that particular sprite can be picked (or instance of other family, if applicable). See the attached file for a super-simple demo. Hope this helps...

  • I honestly don't understand why first time forum members don't have to have their first few posts or topics vetted by a moderator before they are published. In all the other forums I spend time in there is nothing like the amount of spam that we experience here... Forcing new joiners to have to be checked would kill off almost all of the spam. Just a thought...

  • Website is horribly slow and sometimes doesn't load on my mobile any more.

    Regarding new users, we desperately need a better way of filtering first time or first 5 times posts (ie a load on the mods) to weed out the obvious trash.

  • I would like to be able to select all layouts, for example, and then edit their layers and other properties, as a group / in one go.

  • Thank you for these - very useful!

  • SecondDimension - thanks! I made the mini-map using the Paster plugin. With the map display selected on, once every second I moved the Paster object to the background layer and positioned it to the center of the layout. Then I expanded its size to that of the layout and used a For-Each loop to paste each of the map group objects (planets and the sun) onto the Paster object. Finally I then shrank it down and moved it to the HUD layer. All of that is no problem and can be done in one tick at a rate of once per second with no game fps effect - I've had similar good results doing it inside cocoonjs...!

    So, your platform mech was really good - did you create your own from scratch or did you just modify the built in behaviour?

  • Thanks Ashley!

  • SecondDimension - Your game was simply excellent!! It brought a tear to my eye to see what can be accomplished in such a short time - respect!!

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  • That was a lot less stressful than the last time. I hope you find it fun to play...

    Crack The Market

    It's a fight / trade / steal / get robbed space adventure (of sorts)....

  • It sounds like a double-trigger problem - although they shouldn't happen for such inputs like mouse/touch events they clearly can and do on some platforms / browsers. The way I've settled into getting around this is to have a variable like "Time_Next_Input". At a trigger-input event I set it to add 0.25 sec to Time_Next_Input. The trigger events have a condition to check that time<Time_Next_Input for any subsequent events to take place. That usually does the trick - I hope that this makes sense?

    The touchstick problem sounds like it might be a driver compatibility issue. If you use the Windows own driver then try installing the manufacturer's own software and driver; conversely, if you already have the manufacturer's software installed, try uninstalling it and then letting Windows find its own driver (if it can) when you plug the device in. A different but still compatible driver might fix the problem. A free program Revo Uninstaller can save hours of headache if you need to uninstall bespoke manufacturer programs. Hope this helps!!