JarrydHuntley's Forum Posts

  • Yeah, seeing the same thing on Chrome on Win8.1 and Safari on iOS 8. Hopefully it gets fixed soon

  • First off, I'm not sure what else to call this other than animation precedence . If there's a more common industry term please let me know. But this has always been the bane of my game dev skills.

    I have some physics based characters that have different states such as "walking", "climbing", "running", etc. Each of these states have associated animations. Where I'm running into problems is on the animations that aren't tied to a state. For example an "attack" animation should have a higher precedence than "walking" so it should immediately animate then return back to the walking animation. Further still a "take damage" animation would have a higher precedence than "attack" which means it would play then return to walking.

    So one, am I looking at this wrong? Should each one of my animations -including the one shot triggered animations like "attack"- be a state? Then I could just craft my FSM as usual and only have to worry about playing an animation that matches the state.

    or

    Is there a better way of looking at or handling this whole thing? I know in Unity there's a animation tree that takes care of most of this but I searched the forums and tutorials and didn't find a quick answer.

    THANKS!!!

  • Not really at this point, it's a limitation I've been working around for awhile. You could write the tests but without Continuous Integration support you're not really getting much value. I've requested CI support in this thread: .

  • I've done this before and it works.

  • Here's a good article with a breakdown of HTML5 on each of the consoles:

    http://www.gamasutra.com/blogs/MattAlla ... ign=buffer

  • I think this topic has deviated from sqiddster 's original intent. I'm not usually one to get involved in these flame-y/troll-y discussions, like what this has seemed to turn into but I'll echo my thoughts since I literally posted it in another group earlier today:

    [quote:lhhl65fp]

    My biggest problem with C2 is that it's super dependent on Chromium for its exports and existence. Yet for some strange reason they aren't testing against the nightly builds. That means if an HTML5 bug is introduced into Chrome, and it makes it into the next update 2 months later then it could take a month or two for the bug to be fixed in all the Chrome dependent projects that C2 depends on.

    I understand that Scirra is a very small startup but if they want to remain the HTML5 game engine leader I think it would be best for them to invest in their future success. A lot of these Chrome bugs are caught by the C2 community -rather than any other HTML5 game engine- first because the engine is on the bleeding edge.

    If Scirra is able to devote some resources -or even incentivize a choice few community members- to test regularly against Canary builds I truly believe a lot of of these issues can be mitigated.

    My two bits at least.

  • I'm pushing to at least be able to get support for AutoIt working in this thread: https://www.scirra.com/forum/viewtopic.php?t=126616. I'd encourage you to post in that thread if you'd find it useful as well.

    If I can get AutoIt working it should be very easy to do what you're looking for. I'd happily make a tutorial and share the scripts as well

  • Ashley Any input on potentially adding a search box?

    Thanks dude!

  • No worries. I have everything in version control (git specifically) so it was never about losing a project, data or anything.

    The issue was all my projects work on my PC but don't work on my Win8 tablet, I thought something else was wrong so I never considered project corruption... I suppose it could happen when transferring over the USB thumbstick?

    Regardless I'll see if I can produce a minimal capx and more details next time.

    Thanks!!

  • newt Gotcha, I think that sounds useful but unfortunately it sounds like a completely new Scirra product. :/

    My intention was to find a happy medium to where it wouldn't take too much time to implement but could get the people who want automation a working solution. I'll obviously create a tutorial and share my AutoIt scripts if(when?) I'm able to get it to work.

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  • Hmmm. Could you guys expand on what you're thinking a bit? I think I know what you're going for but I'd rather be sure we're all on the same page.

  • Hey Ashley,

    Every couple of months a request comes through to add support for exporting via command line arguments. I'd really like to see this added to the engine since I've been able to do it with pretty much all other game engines I've used(not RPG Maker though). I'd like to throw my thoughts and a few use cases out there.

    I was at GDC last week and surprisingly I was one of the few developers representing Construct2 there. I talked to a lot of people about C2 and even got some guy at the ClickTeam booth upset(oops?) by mentioning it. In particular I was inspired by this talk by Brian Provinciano: http://schedule.gdconf.com/session/automated-testing-and-instant-replays-in-retro-city-rampage. I would really like to implement a few of the automated testing methods he demonstrated but currently it's impossible because there is no way to export via command line or from a CI server. It's also a bigger priority for me to try and get this working since I'm in the WiiU dev program now and was able to talk with a number of people at GDC about it, I would hate to not be able to deliver. :/

    Here is an example of my use case:

    • I use git/gitlab(a FOSS github.com clone) for version control and Jenkins-CI as my continuous integration and build server.
    • I have all of my C2 games in gitlab currently. On a scheduled or on-demand basis Jenkins would check out a C2 project on one of my Windows server instances
    • (Impossible step)From there Jenkins would invoke C2 and export for web.
    • Afterwards it would then run some automated tests and report back the results. The build would either succeed or fail based on the results.
    • If the build succeeded I could automatically push the export to my web server's protected link so manual QA can begin by myself or alpha testers.
    • I could also have separate downstream builds setup to prepare exports for specific platforms.

    I understand that this isn't a turnkey solution(not much in game dev is :p) but without a command line option I can't even begin to work on this.

    Alternatively if you don't feel like adding in command line options would be worth your time -especially with C3 in in the beginning stages- I have a secondary suggestion. I've tried working around the lack of command line export options by using AutoIt https://www.autoitscript.com/site/autoit/. It's really hacky, brittle and messy but I got it really close to working. The part where AutoIt fails is on the export dialog page. The reason it fails is there is no way to reliably select the same export platform, especially when platforms are being added or deprecated. This could be solved by adding a search dialog to the export dialog like below:

    A search dialog would allow me to have AutoIt narrow the platform by typing the exact name then I could have it always click the export option that's left.

    Sorry for writing a book but thanks for listening. Optimally command line exporting would be the best solution but if a search dialog is a quicker win I can work with it. Let me know if anything needs clarified.

    Thanks dude!

  • Ok, I'll do that! This is important to me since I'll finally be able to work on my C2 projects on the go! Thanks for the pointers.

  • Oh, I have this all backed up in source control so it was never about losing data. And yeah, this was an old project I abandoned so I didn't mind sharing it.

    This issue still happens with my current project on r195, I just don't want to share it publicly. If Ashley has an email I can send it to I'd be happy to.

  • Error loading project on Windows 8 tablet

    I have a number of project on my desktop that I copied over to my Windows 8 tablet in order to work with them on the go. Upon opening any of the projects on my tablet I'm getting the following error saying there was an issue with the XML. See below picture:

    If I create new capx on the tablet and try to open it everything works as intended.

    A few other things to note. Since the tablet has no storage space, Construct2 is installed on an SD card being used as an extra drive; the C2 projects are also stored on that secondary drive. I noticed if I open a capx by double clicking on it the license file is not detected and it starts in free mode. If instead, I navigate to the install directory and open the Construct2 exe directly everything functions as intended. Neither method or administrator mode lets me open the capx files from my desktop though.

    Attach a Capx

    I don't use capx files since I use version control software. I've uploaded a zip of the project

    Description of Capx

    The capx does not open.

    Steps to Reproduce Bug

    • Click on capx to open/Open Construct2
    • Observe error.

    Observed Result

    The attached error is desplayed

    Expected Result

    The capx opens fine.

    Affected Browsers

      N/A

    Operating System and Service Pack

    Windows 8.1 32bit (64bit processor)

    This is the exact tablet I'm trying to open the capx on: http://www.microcenter.com/product/439773/TW700_Tablet_-_Black

    Construct 2 Version ID

    r195