FaeDine's Forum Posts

  • 9 posts
  • Yeah, that's what I figured, which is why I didn't submit a bug report. It's not actually something I can duplicate. If I can, I'll certainly be back.

  • There's definitely duplicate UIDs showing up. When I go through the save file I'm testing with I can find two instances of the object with that UID. I don't know how or when the duplication is happening though, as it's just save files submitted by users.

    Here's what's in the JSON (linebreaks added for readability):

    Here's the full JSON if it helps: https://gist.github.com/FaeDine/438e46b ... 6ae0be4a2d

    The objects are at lines 7298 and 7394.

    The object does exist twice as far as the engine is concerned. They both appear to be identical with the exception of the the "zi" data (their Z index/order?).

    I'm grabbing it by using the Browser object and using "Invoke Download of String" to grab SaveStateJSON with the MIME type of application/JSON. I have no idea if the duplicate is created during this process or somewhere earlier on.

    Ashley I can certainly submit what I have, or create something a similar project that loads two identical objects to include in a bug report. I don't know if that would actually help find cause of the issue though.

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  • Thanks for looking into it. Fortunately none of the objects or layers I'm using are global.

    Reporting it as a bug was my initial reaction, but when I looked at the (of course, reasonable) requirements, I realized it'd just be a waste of time. I've still been trying to find the cause of it. At this point though I'd really be happy to find a way to differentiate the two identical objects so I could just destroy one of them (or both) if the bug comes up.

  • If I were to take a guess at the cause, it actually seems more like an issue with an identical object being created twice than two separate objects being assigned the same UID.

  • I've got two third party plugins (CSS Import and SpriteFont+). I really doubt either of them would be the issue, though.

    The bigger problem is that I've never actually been able to duplicate it. Multiple players have come across the issue and submitted save files (JSON strings) which I've been using to test out the bug. The bug seems to occur incredibly infrequently.

    I'm still working on figuring it out, though most of my current ideas for it are kind of off the wall, like forcing a save/load (ick), or storing all the blips in an array and recreating them regularly. I'm not a fan of either so far.

  • Nah, definitely not the IID. When I look at the objects in the debugger, there are two distinct objects that are both identical. Same IID, same UID, same everything.

    When I destroy the object, one of them disappears, and the other duplicate shows nothing in the debugger.

    When I export a save and take a look at the JSON, I see two objects there with the same UID. I have no idea how it would even happen as, yeah, I thought UIDs were completely unique.

  • I'm having an issue with multiple sprites having the same UID causing issues.

    So I have a game I'm working on where there's a scanner, and I have sprites show up as "blips" on a scanner that the player can interact with. When the interaction is done, the blip is destroyed.

    I'm having duplicate blips pop up for some reason. When I destroy the blip, it's only destroying one and leaving the other with the same UID around. In the debugger all that's there for the existing one are the "Destroy" and "Highlight" options. No stats or UIDs or anything. The player can still interact with this blip infinitely which kind of break things.

    Trying to destroy the blip a second time doesn't work. If I destroy "all" blips it gets picked up and destroyed. If I save and load again, there will only be one object with that UID and it gets destroyed properly.

    Has this ever happened to anyone else? Is there any way it can be avoided?

    Edit: I'd post a capx, but I can't seem to recreate it outside of the main game I'm working on, which is pretty massive and kind of a mess.

  • Well, finally figured it out on my own.

    I used the guide here (how-do-i-import-json-files_t167260) which I didn't see I my initial search and adapted it slightly.

    Here's a .capx for anyone that may have a similar problem. http://faedine.sytes.net/ExportSave/Exp ... rking.capx

  • I'm looking for a way to let players of my game move their save files from one computer to another.

    I've set up a pretty simple system using the JSON and textboxes similar to an example I made here: http://faedine.sytes.net/ExportSave/ExportSave.capx

    The problem with this system is that my save files get up to a few 6-7MB, and the length of a textbox caps out at about 1MB. I'm not sure how to change the length of the textbox in construct, but with saves that size it seems like another system might be easier.

    I'd like to be able to write it all to a text file that can just be downloaded. Writing straight to a text file is something I've only seen via Node-Webkit though, and not as a browser game solution.

    I've thought about creating something with AJAX that exports the JSON save to my webserver and creates a file there based on their game ID, but that seems a bit risky and excessive.

    Anyone else know how to go about doing this? The goal is just to move save files from one computer to another, I'm just stumped on an "easy" way as to how to do it.

  • 9 posts