Excal's Forum Posts

  • Only one function is called at a time in my program :)

    My intention is to check for when the notification box is done.

    EDIT: If a function does not have a specified return value, by 'default' the return value is 0, so this is not the issue since I'm checking for 1.

  • I've decided this function.returnvalue thing just isn't going to work. I've implemented a workaround.

    The original issue (the point of this thread) is still present: the second time the notification box appears, it displays the first message instead of the second. I've done a debug test and the second message is correctly being passed into the function, but for some odd reason, the first message overrides the second.

    The three images in the first post of this thread depict every instance of when txtNotification is modified. I'm starting to wonder if this is a C2 bug because I cannot find anywhere in the game logic where the text is being overriden by the text passed in the first function call.

  • I've made some modifications, but now the issue I'm having is, after EndNotification() is called, the return value doesn't appear to be returning.

    I have a debug active in the program that displays Function.ReturnValue every tick, but it never changes from 0 to 1.

    <img src="http://i.imgur.com/cDCcO0R.png" border="0" />

    In particular, this function that is supposed to be called upon being given the return value is actually never called.

    <img src="http://i.imgur.com/bjpcffL.png" border="0" />

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  • I've tossed in a few major actions to see if the DestroyNotification function is firing, and indeed it is.

    I wonder if this is a bug. I've done multiple searches through my events to find problem areas but so far the instances in the screenshots above are the only places where txtNotification is modified.

  • My notification box is controlled by two functions: a spawn function and a destroy function. The way the box works is: when a notification needs to be sent, the box appears and moves halfway across the screen. After the user touches the screen, the box moves to the right and is then destroyed.

    The events look like the following:

    <img src="http://i.imgur.com/JVGHm34.png" border="0">

    There are two instances where the notification box is called:

    <img src="http://i.imgur.com/PNdKCaT.png" border="0">

    <img src="http://i.imgur.com/XlMLeRb.png" border="0">

    The group names are relatively self-explanatory: the notification box appears before the player is allowed to spawn, and before the computer spawns.

    You can run the program yourself to see how it works. Basically the problem is, the notification box text doesn't change like it's supposed to when the computer is spawning (it still displays the instructions for player spawning).

    BoardGame.capx

    My current theory is that DestroyNotification() is not being called at all, but I'm unsure how to test for that.

  • Yes, Letterbox Integer Scale does, but Letterbox Scale (not integer) looks great in most browsers.

    The question is, when/if will this be supported in cocoonJS?

    Being able to run a program at fullscreen without strange scaling issues doesn't seem like that big of a deal in many other development kits.

  • I can't comment on the other issues, but I am sharing the same problem as Squirrely1 on not even being able to start my zipfile after compiling is complete. Basically the app seems to hang forever.

    I am able to preview over LAN through CocoonJS, but I'm honestly not even sure I want to use Cocoon at the moment because of the inability to letterbox scale.

  • Just a follow-up: Was there any reply on this?

    My issue with Scale Outer is that it creates a bunch of whitespace around the edges of the render.

    I understand this can be resolved by extending the background of my game, but the problem is I'm creating a board game with a defined play area, and this area won't be extended along with the background.

    Letterbox scale desperately needs to be integrated, and it would be nice to get official word on this.

    ludei, Ashley

  • You should be able to use either. It's all about implementation.

    Suppose each level has a number, then you can simply check for globalvariable = level.number and go to that level.

    If you want to name the levels, then you can do a similar check: globalvariable = level.name

  • After further testing, I think the loop isn't working as intended. I could be wrong, but we'll see.

    Any insight from anyone who has done automated spawning for a fixed number of times before would be grateful.

  • This is when I really wish C2 had a step-through debugger :(

  • I gave it a try.

    But here's what my console aid at the start of execution and the end of execution:

    iewport target-densitydpi is not supported. localhost:50001/:11

    Using WebGL renderer preview_prelude.js:39

    Shader '<default>' log: (empty) preview_prelude.js:39

    Shader '<point>' log: (empty) preview_prelude.js:39

    Max texture size: 16384 preview_prelude.js:39

    WebGL Extensions: WEBKIT_EXT_texture_filter_anisotropic,OES_element_index_uint,OES_standard_derivatives,OES_texture_float,OES_vertex_array_object,WEBKIT_WEBGL_compressed_texture_s3tc,WEBKIT_WEBGL_depth_texture,WEBGL_lose_context preview_prelude.js:39

    Point size range: 1 to 256 preview_prelude.js:39

    It didn't change during runtime so I'm not sure what the issue is.

    I agree my code above is redundant, but the reason why I split it like that was to further test and try to debug.

  • The goal is to have the computer spawn programs after the player spawns programs.

    Player spawning is working 100% perfectly, computer spawning is not working at all.

    <img src="http://i.imgur.com/OGsxxZD.png" border="0">

    BoardGame.capx

  • Ah nevermind, I just realized I needed to use 'trigger once' after moving the events out of the function.

  • I moved it out of the function, but it's still not moving. I'm not sure what's up.