fldr's Forum Posts

  • Hi,

    i ran into a construct crashing problem the last days, i use some layers with different blendmodes and it does significally lag construct2 and it seems "Preview Effects" Option doesnt affect the blend modes. I can still work with construct2 if these layers are made invisible (but i surely cant realy work on this layers while the blend mode is active) but sometimes (or better most times) i make them visible again or save and then reopen with these layers visible, construct2 will either extremly lag or just crash.

    I have newest graphic drivers available and it does occure on two totally different machines (Thinkpad and Desktop PC), the CPU usage doesnt go up a lot while construct2 is lagging.

    Can anyone give me a hint how to prevent this behaviour? (in best case without setting all the layers to normal blend mode while working in the editor and only setting the blend modes when previewing

    (i tracked the problem down to tilemap/blendmode issue, it occures only when i use a tilemap with 1*1 tiles[construct editor seems to not realy like that, even if the tilemap itself is only 2*2 and there are no blend modes it lags/glitches] and setting three or more layers with different blend modes, but im not realy after solving this, my concern is that i just missed the right option to disable blend mode in editor, the exported or previewed game doesnt have any lags or glitches)

  • Paypal is a little too anonymous for us, we want to verify that the seller has a valid credit/debit/amex card in their name. This gives them more accountability for what they upload and if there are any legal disputes in the future (for example from uploading and selling other peoples work).

    Hi Tom, i see problems with the credit card thing, here in germany for instance its not so common to have a credit card, plus because the germans seem to not like credit cards but on international basis you sometimes need one there are prepaid credit cards which can be used totally anonymously (if you want, my google playstore was opened with one of them) so its not a secure at all to rely only on the fact someone has a creditcardnumber.

    btw. is there a way to see who bought my items?

  • ok thank you, i will try that!

  • do you have a solution for that not to happen? destroying non global objects is fine but i dont think anyone want the on destroyed events to happen at this moment, why did you design it that way? is there a reason i dont get? im imaging a lot of problems by this behaviour and more complicated "code"

  • Problem Description

    "on destroyed" Events firing when Layout changes

    Attach a Capx

    comes later

    Description of Capx

    ____ Concise description of what this CapX does ____

    Steps to Reproduce Bug

    • Step 1: have Sprites with an "on destroyed" event like on destroyed->create particles..
    • Step 2: change the layout to a different one, see particles created on the new layout
    • Step 3 etc.

    Observed Result

    when i change the layout (in my case from Game to Menu) particles are created where on the former layout the sprites with the on destroyed event where

    Expected Result

    nothing beeing created

    Affected Browsers

      every Browser and Previewmode

    Operating System and Service Pack

    Windows7, Android 4+

    Construct 2 Version ID

    178

  • Bug 1: I just cannot figure out what is going on here. I'm sure I remember it used to work, and IE11 has been through some updates recently, and perhaps they broke it... I can see in the debugger it's calling the function to request fullscreen, and IE just ignores it. No errors, no messages, just nothing happens. I could reproduce the same issue on Firefox for Android and Firefox OS so I'm not sure if it's something wrong with C2 or what, since it works correctly on Chrome desktop and Chrome for Android, and Firefox desktop. I submitted bugs to Microsoft and Mozilla to see what they make of it:

    https://connect.microsoft.com/IE/feedbackdetail/view/956312/ie11-silently-ignores-msrequestfullscreen

    https://bugzilla.mozilla.org/show_bug.cgi?id=1058700

    Bug 2: this won't be fixed - fullscreen 'off' is simply not supported in node-webkit, just choose a fullscreen mode (e.g. letterbox) and set the window size, the result is the same.

    thats still the bug i reported some time ago where you sayd it does function correctly

    its not repeatly clicking the button what fires the fullscreen event on firefoxos, it only works with a "double" touch

  • use "add to" instead of "set"

  • its because the normal loops all finish within one tick so you dont see it counting up.

    you can achieve what you want by making it count up one number per tick, make an event like

    compare scorecounter is less than score add 1 to scorecounter, this will fire every tick letting the counter go up 1 per tick.

    you can pack this event in an inactive group, make an event "on level finished"->set gtoup active and in the group make the above descriped event followed by an "Else"->set group inactive (so it doestn check every tick if scorecounter is less than score)

    hope this helps and wasnt to confusing!

    if not i will try to explain it better tomorrow (its 1am here)

  • Hi,

    i had nearly the same problem.

    Here is how i did it:

    On Level finished event:

    ("freigeschaltet" is a german word for unlocked)

    im using a splash screen thats only showed when the app is started, on this layout i use

    and finally on the level select layout i did this:

    "locked" is a boolean varibale

    p.s. please ignore the FGL part, i dont know why i included it in the screenshot

    hope this helps!

    if you have any questions fell free to ask

  • youre my hero

    simple enough for me to understand and it does work nicely!

    thank you very much!

  • I'm not sure what to do about this - perhaps we could add a tiling mode to Sprite and keep a somewhat redundant Tiled Background just because lots of people will still expect it to be there?

    +1 for tiling mode for sprites AND for keeping the simple tiled background object

  • Hi,

    can anyone tell me where my failure is?

    i have seperate scores for each level and im saving them to an array, now i want to save them in webstorage too but im doing something wrong, it doesnt load the scores from the webstorage.

    here are my events for that:

    can anybody tell me how its done the wright way ?

  • SpriteFont Variations 1 — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-spriter-fonts/spritefont-variations-1-60

    <p>one nice Sprite Font in 10 different color styles</p><p>comes with example capx</p><p>ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789.,;:?!-_~#"'&()[]|`\/@�+=*$��<>%</p>

    Use this topic to leave comments, ask questions and talk about SpriteFont Variations 1

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • so this works but the background is actually the layer on top? crazy!

    thank you very much!

  • Thanks!

    but sadly it makes no difference, the "source atop" sprite always shows where it has anything in background