Jase00's Forum Posts

  • Hey!

    So I've had this demo of a game on the Arcade, it worked when I first uploaded it, but ever since I've updated it with a newer version (months ago now), it never loads on that page anymore, just a black empty space where it should be loading. I just assumed it may need a moment or day or so to settle in or something after updating it, but no, it remained broken.

    I also just ended up ignoring it entirely because I noticed that the "view" stat is broken too, as well as I'm aware of the new arcade in the works, but now I've just tried re-compiling the game in the latest version of construct, and re-updated it, and STILL it's not loading, it's made me really curious as to why.

    Link to the game:

    scirra.com/arcade/action/9603/evans-sandwich

  • I think having a counter increase every tick isn't really taxing at all, but however, you may be able to do it this way:

    Start of Layout

    Set a value ("StartTime") to the expression wallclock

    End of Layout

    Set a value ("EndTime") to wallclock

    And then to calculate the time, you simply do Endtime-StartTime.

    If not wallclock, there's probably another time expression :P

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  • HTML5 is cool, yo.

  • Jase00 This looks like a crosswalk problem specific to your phone software configuration. Can you file an issue at https:X//crosswalk-project.org/jira/secure/Dashboard.jspa

    Remove the X after https: above. I can't post URL's yet.

    Mention that you are building with XDK. Give the model for your phone and the OS version. Attach a zip of the output of the exporter for a very simple project. JIRA will create an issue number so it would be good to edit your Scirra forum post to include the JIRA issue number so we know how to track the problem.

    IntelRobert

    I went ahead and began filling in all the fields with great detail, until I hit the hurdle of uploading the project. I zipped, rared, 7ziped, but I can't get the APK to reach 10mb or less. Unless you're reffering to the Construct 2's export, rather than the XDK's export?

    I reckon I have a likely suspicion as to why it don't work on my phone specifically, and that's from just these 2 details:

    My phone is a Samsung Galaxy S (GT-I9000)

    The operating system is CyanogenMod (Version 10.1.2) which is based on Android 4.2.2

    I mention this just out of the small chance that CyanogenMod is the potential problem that may have already been come across.

    I appreciate what you're doing for the Scirra forums! <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Ok I've tried building my app a few times changing different things here and there. Once I install the APK, I launch it, get a black screen for about 10 seconds, then an error pops up, reading:

    "The connection to the server was unsuccessful. (file:///android_asset/www/index.html)"

    Pressing ok made my phone crash the first time, so the other times it happened I have killed the app.

    I'll try with a much smaller simpler app and see if I get the same results in a while!

    EDIT: I tried building one of the templates in Construct 2 and installed the APK and still get the error above. I also noticed that during the 10 seconds of the black screen, my phone is completely unresponsive.

  • Allchix

    RookieDev

    If you're still having installation problems, I found a workaround.

    Assuming you have WinRAR installed, rightclick the setup file ("xdk_web_win_master_0240.exe") and click "Open in WinRAR" and then you'll see a "Setup.exe". Click that. :P

  • Whilst I'm super excited about trying this out, I can't seem to install Intel XDK. I download the windows installer for my Windows 7 64-bit OS and click on it, pops up with the splashscreen and progress bar saying "Extracting configuration files..." then when the progress bar reaches the end, closes. Tried installing the Linux 64bit version on Ubuntu which got further but froze during the installation. Also tried installing the Windows one on a Windows XP Virtual box but this only causes the splash screen to appear for a split second then vanish! Tried compatibility settings in Windows too, running as admin and whatnot, but nothing. :(

  • Found this when making customisable colour for in-game items (there's items that have two different sprites connected together like "Top hair" and "Back hair", and this bug ruins the visual effect)

    I'm hoping this is a simple random little bug of easyness!

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/7765312/C2/hslcapx.capx

    Steps to reproduce:

    1. Create any sort of sprite, making sure to have the standard "1 Pixel border" around the sprite.

    2. Have the "Adjust HSL" WebGL effect on.

    3. Adjust the Luminosity parameter.

    4. Notice the object lights up like expected, but has a darkened border surrounding it

    If you shrink the sprite so that it does NOT have a 1-pixel border, the outline will no longer exist (however this isn't a quick fix for sprites that are circular)

    This ONLY happens to Luminosity.

    Observed result:

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/hsl.png" border="0" />

    Expected result:

    There shouldn't be a border

    Browsers affected:

    Chrome: yes

    Node-Webkite: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r153

  • :D Excitement levels peaked...can't...handle it....*dies*

  • You've taken an interesting approach at having timers on multiple objects. I can't offer any help, but I can offer how I would do it myself.

    ONLY have the instance variable "LifeTime", which gets set to a random number still when it is created, (int(random(1,6))

    And then have an event, that constantly DECREASES the LifeTime variable of the baubles by "dt" (which will make it go down by 1 every second). You may or may not need a "ForEach Baubles" event here, probably not though!

    And then have another separate event, that "Compares instance variable" of the baubles, checking if it's =<0, then "play Sheep sound", destroy, ect.

    I hope this helps somehow!

  • Sure, you didn't develop the MMF2 Sonic Worlds, but "Porting Sonic Worlds to Construct 2" is what is yours. Your baby, if you will.

    Also, you HAVE directly ported it, and it works almost perfectly; just a few bugs here and there and this performance issue. But other than that, you've ported it very well. It's impressive, and it's unfortunate that think it's a futile effort.

    I think the one inevitable problem is "curved platforms", as C2 handles collisions via polygon, and not per-pixel; but it's still totally feasible.

    I hope you continue to work on it! I'll see if I can apply what I know to optimise it in my free time. Kudos on what you've managed to do so far!

  • Happens here too!

  • Candescence It's easier than you'd think to make multiplayer. You could have as many different players as you desire using only one set of sensors (each player would have their own "Player" sensor, but all the slopes, walls, ceiling censors). In the most simplist way, it would literally require a "ForEach" loop that sends a function that does all the movement events, with a function parameter of the Player's UID. Sure there might be a hickup or two, but trust me, it's very straight forwards (a lot more straightforward than optimisation stuff!).

    Listen to tulamide! Don't abandon this, you've managed to get very far already, it's further than I ever got in my few attempts of making a "Sonic" engine in C2 (I have tried a few times and only end up making a ball that can walk up slopes and stick to them using trig, then I gave up lol). If you're stuck, just keep asking questions on here, people here love to help others :P

  • I remember using Sonic Worlds a lot when I used to use MMF2!

    Looking at this capx reminds me EXACTLY of the layout of the events from the MMF2 Sonic Worlds.

    Not that I'm exactly genius on all of this, but I can see a lot of events that are very badly optimised (the same things jayderyu picked up on).

    Mostly avoid repeated Collision checks. I know it's difficult to sparse collisions, but some checks aren't necessary, such as, whilst Sonic is moving right (XSpeed>0), it's not really needed to check the "Left" sensor if it's overlapping a wall (Sure, it could create problems such as if a moving wall was coming towards sonic whilst he's moving right slowly, it may not push him, but I'm thinking "Basic" Sonic engine :P )

    "Every Tick" with lots of math involving Sin and Cos, probably is a bit overly taxing on the CPU (Even general calculators lag for seconds when you do multiple sin calculations in one go), I guess to avoid that though is a bit complicated, as Sonic needs to detect stuff constantly as he's running.

    I haven't got time to analyse or write any more right now :( but I hope I gave some sort of useful insight!

  • Very inspiring! Thanks for sharing this!