Emy's Forum Posts

  • Yes but the problem is when you use the letterbox scaling, instead of adding a black border it adds pixels to the size, so the game can't be pixel perfect. This is a huge problem if you make pixel games (not so much for linear sampling).

    This was a NW.js problem but they fixed it and Scirra updated the NW.js for Construct 2, it works perfectly inside Construct 2 but after export it's still the same so maybe there's a setting that has to be added to after export as well. I just thought I'd let them know with a bug report.

    I want to make a game where you can't resize the window which is why I expect to have no borders.

  • Problem Description

    This is a follow-up thread from this one: https://www.scirra.com/forum/viewtopic.php?f=152&t=178871&p=1052734#p1052734

    The problem is the same; a black border shows up around the game when changing the "Fullscreen in browser" option to "Off", "Letterbox scale" or "Letterbox integer scale" but now it's only AFTER exporting. When previewing in Construct 2 the game shows up perfectly without borders which is the result you would expect.

    Attach a Capx

    https://www.dropbox.com/s/cfu6s9i89m570 ... rnwjs.capx

    Description of Capx

    The project is a new retro style project with the "Fullscreen in browser" setting changed to "Letterbox integer scale", export with NW.js to see the black borders.

    Steps to Reproduce Bug

    • Change "Fullscreen in browser" option to "Off", "Letterbox scale" or "Letterbox integer scale".
    • Export the game with NW.js (with only the "Window frame" option selected) and run

    Observed Result

    There is black borders around the game after export (or shows extra pixels if the Fullscreen option is set to another option).

    Expected Result

    The game should look the same as when you're previewing in Construct 2 after export.

    Affected Browsers

    • NW.js

    Operating System and Service Pack

    Windows 10

    NWJS for Construct 2 v0.16.0

    Construct 2 Version ID

    r232

  • I reinstalled it before I tested so the latest version.

  • Problem Description

    A black border shows up when previewing with NW.js and after export around the game when changing the "Fullscreen in browser" option to "Off", "Letterbox scale" or "Letterbox integer scale".

    Attach a Capx

    https://www.dropbox.com/s/cfu6s9i89m570 ... rnwjs.capx

    Description of Capx

    The project is a new retro style project with the "Fullscreen in browser" setting changed to "Letterbox integer scale", preview with NW.js or export it to see the black borders.

    Steps to Reproduce Bug

    • Change "Fullscreen in browser" option to "Off", "Letterbox scale" or "Letterbox integer scale".
    • Run the game with NW.js

    Observed Result

    https://www.dropbox.com/s/fnq6pmuctko4y ... result.png

    There is black borders around the game. I've also tried changing the window size with the NW.js object to try and remove the borders manually but they are different in size depending on if it's in preview or after export and even on different computers (only tested on Windows 10 and Windows 7) so it didn't work.

    I've also tried setting it to the other options where you don't get any black borders but then it's not showing up as the correct size and projects with the point sampling becomes blurry (not pixel perfect). The width and height doesn't show up correctly.

    Expected Result

    The window should be the same size as the window width and height in properties (or using the NW.js object) so you don't get any borders around the game.

    Affected Browsers

    • NW.js

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    r230

  • Hello!

    Have anyone else noticed you can't connect to a host anymore with the new Firefox update? I tried using the multiplayer examples and hosting works fine, but when I try to connect to the host from Firefox I get kicked every time. It worked fine just a week or two ago and Chrome still works fine as well.

    Anyone else with the same problems and know if it's a Firefox issue?

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  • I think a lot of people would be willing to use the multiplayer plugin more if it wasn't so complicated to create a dedicated server with it, I think that's what most of us want to use the plugin for anyway to be honest. Using tabs or having all rooms on the same layout is not reliable at all or a waste of memory.

    I hope Ashley are willing to add this in the future because I really like the multiplayer plugin.

  • I think the multiplayer plugin could improve a lot if Scirra added a syncing condition to it, for example if all players has a room instance variable you could make the peers only sync players/objects positions that has the same room value and the host would work more like a dedicated server, correct me if I'm wrong.

    This doesn't sound like a huge request to me but I'm not sure how it's programmed in the backend. Would definitely help with this problem a lot though.

  • I solved the issue, if anyone else have problems with this; delete the plugin from the C:\Users[User]\AppData\Roaming\Construct2\plugins folder.

  • So I recently installed a plugin and got an error after startup, I deleted it from the export folder and restarted Construct 2, still got the same error. I have even uninstalled C2, removed the whole folder where it was installed, restarted my computer and tried installing it again, I still get the same error, how is this possible? I'm not posting this as a bug since I'm not sure if it really is a bug or if I'm missing something, I even tried installing it on another harddrive but I still get the same error..

    The error I'm getting is:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    ACE table: Expression ID duplicated in ACE table

    Condition: exp_ids.find(id) == exp_ids.end()

    File: c:\c2\source\exporters\html5\..\..\common\ERAHelpers.h

    Line: 269

    Function: void __cdecl era::ACETable::AddExpression(int,int,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,void (__cdecl *)(const class era::StaticResult **,int,class era::StaticEvaluation *))

    Build: release 197 (64-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 0)

    ---------------------------

    How can I remove a plugin that doesn't exist on my computer so I can use Construct again?

  • I'm having problems with certain people to connect to me as well, they can connect fine as a host, but they can't connect to me (gets kicked as soon as they join), will a TURN server help me with this? Or can it be a port issue?

  • Hello again, another thing I've noticed: changing the LZ will change the LZ for all chess on the board, even when picking by UID. Also when using "Move to xy" I get this error on startup: "Assertion failure: Action method appears to be missing, check ACE table names match script names".

    Thanks for all of your hard work!

  • Hello, when I try to set the logical Z of an existing chess (Board plugin) it doesn't update, I can only set the LZ when creating the chess, am I missing something or is this a bug?

    Thank you.

  • Thank you rexrainbow, you're the best.

  • Awesome plugin, but I can't get it to work with isometric orientation anymore, orthogonal and staggered still works fine, is this a bug?

  • Thank you Ashley, I am very impressed with the 'minify script' option C2 has. I have one more question about the multiplayer feature and would be happy if you had an answer for it;

    Is it be possible to stop peers from syncing object positions if the object doesn't meet a certain requirement? For example if I want the host to be a dedicated server, instead of relying on tabs to make rooms (that can accidentally close) I can let the host sync all players but the peers would only sync the players in the same room using an instance variable (I believe this could reduce lag for the players if you have a lot of players moving at the same time, correct me if I'm wrong?) or is there a better way?