Jase00's Forum Posts

  • If you follow andreyin's idea, you can then retrieve the "varParallax" during the course of the game :P but yeah wouldn't hurt to have a "LayerParallax" expressions.

  • Maybe we could have a pub crawl around England :D

  • I believe newts example would work, as long as the order is exactly followed. EXCEPT: the first action, make sure to Set the "DontPickMe" to 1 before calling the function.

  • thehen , That's an awesome explanation! Thanks for the enlightment :)

  • Here is a comforting gif for those who are feeling stressed.

    <img src="https://dl.dropboxusercontent.com/u/7765312/1375732826607.gif" border="0" />

  • > Miu3, He decided a lot of his headaches would go away if he removes all the platform stuff, and goes totally ghost shooter maker.

    > <img src="smileys/smiley2.gif" border="0" align="middle">

    Paradox :

    Isn't already C2 a Ghost shooter maker? Like TF2 a Top-Model games for hats and sonic a spongebob pornographic movie

    I think the next feature will be related to the HTCPCP Protocol, It has to be that.

    Anyway, have great holydays guys

    Aphrodite , Your entire post made me laugh so much <img src="smileys/smiley36.gif" border="0" align="middle">

  • Xionor

    I updated to 1.4.1 and have tried exporting to CocoonJS rather than preview over WIFI, and I still get same results with this :( I wonder if this particular example is just glitched for me or for everyone; Zooming isn't glitched in CocoonJS, I can modify the Layouts zoom manually with events and it looks fine, but this example don't work for me.

  • Hey, thanks for this little piece of software! Saved me so much hassle. Much appreciated.

  • If I handed them a million dollars and said "fix it" it would be done overnight.

    Lol I'm not sure if you already know but it's funny you say that:

    finance.yahoo.com/news/ludei-secures-1-5-million-100000568.html

  • I think the main reason people are unhappy is because everything seems golden about the upcoming update, like "Oh the next CocoonJS launcher will fix the errors that are there!" and then when it has finally come out after quite some time, it's either not improved, or for my experience, it's become worse :(

    I never have considered the people behind CocoonJS to be a terrible company or anything, I'm highly appreciative and never shown hate towards them... but I don't really agree with how you're defending them, and how you are you are generalising everyone as being ungrateful. You acknowledged one bug and blame everything else on people not checking their events, which I dunno, I would have thought most people would test on their PC via Chrome or something first, before going onto their phone and realising it's not consistent. Then again I can't doubt you, people may genuinely just be messing up in their code.

    Saying "It's free, you don't have to use it", people are aware that CocoonJS is going to cost money in the future, but just imagine if it wasn't free and contained the bugs it does at the moment. Would be a pretty big ripoff to pay for broken software if you ask me. It's awesome that it is free for now ofcourse :P. Also most people rely on CocoonJS when it comes to mobile; iirc all the other exports and using the Chrome browser on Android aren't viable solutions and don't offer the same performance CocoonJS does, but CocoonJS does contain bugs, so it's a difficult situation.

    I think it's best to think in the mind of an average Construct 2 consumer. You get promised easy mobile exporting stuff in Construct 2 via third party, but then this third party is giving something not exactly reliable (GOOD, but not reliable), and you don't really have any other choice. Some people need to get their game out asap and it would work perfectly when testing on a PC, yet when going onto CocoonJS, it would have glitches everywhere.

    In my experience, I have 3 main bugs in my project that aren't present when on a PC, they all revolve around physics though, so it's understandable. I get the "Dynamics library" thing you mentioned if I export to cocoonjs, and if I preview over wifi, it crashes when physics happens. On the previous launcher version, I had some glitched up collision masks (it don't appear this way on PC at all) where physics object appear sinked into the ground. I also have bits of code that disable physics collision between a few objects, and it all works perfectly on a PC, but in CocoonJS, all physics objects would always collide with eachother. I'm aware that all my issues are not my fault. I can play on any browser just fine, but not in CocoonJS.

    And also, it's a form of critisism to be angry at something. Not exactly the best critisism but it's still helpful nonetheless. Come the day where CocoonJS is spot-on perfect, people will do the exact opposite of what they are doing now and begin to worship them lol.

  • What happens when it "doesn't work"?

    I have occasionally come across mysterious problems that I can't recreate and never figure out why they happen on my large project. It is most likely something you're overlooking but we can't rule out the possibility of a bug.

    If I were to try and figure it out, I'd copypasta the project/capx (just so I don't instinctivly press CTRL+S by mistake lol), and open a layout where this bug occurs, and begin deleting things chunk by chunk, sprites and events, and when you realise your Scroll event works after deleting some stuff, you can CTRL+Z and delete less, and eventually pinpoint exactly whats going on. If you eventually get to a blank layout with no events and few sprites except the scrolling event, then yeah that's a bug lol.

    Hope this is a useful idea for you!

  • I never really had another project to test with that didn't include physics, so I can't say much regarding comparison to the previous version of CocoonJS. The only other information I can supply is that this bug I posted for the previous version of CocoonJS is still happening on the new version: construct.net/en

    (Though this could be a general glitch in code anyway, but it's a C2 Template)

  • Kyatric

    (to example - if I need move platform from side to side I don't plug in Sine, because it automatically include lots lines of code which I don't need)

    This has been on my mind a lot lately regarding behaviours actually, especially platform behaviour.

    The platform behaviour has a lot of neat features including changing the angle of gravity; I can imagine that requires use of trigonometry math, which could be bad for phone exports if you have a few platform behaviours present, each figuring out their own angles (for enemies and such).

    Even if the user has the angle of gravity set to downwards, does it still USE the trigonometry code?

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  • Hooray, this update was released!

    Sadly though, in my experience, it's made my game unplayable completly. I have an empty layout with just a few physics objects in there and the game would load over wifi just fine, except when I see my character land, the entire app just closes without an error or anything. The previous version was at least playable. I tinkered with the "Web" or "Accelerated" physics, both give same result. I use a Samsung Galaxy S1 with Android Jellybean (Cyanogenmod 10.1)iirc. :(

    How about everyone else?

  • I get this lately with Chrome too with my own projects. Not a massive deal thanks to the reload button XD