Jase00's Forum Posts

  • 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: scirra.com/forum/topic72629.html

    (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?

  • 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

  • Link to .capx file (required!):

    File>New>Example: Touch - zooming

    Steps to reproduce:

    1. I run it on CocoonJS Via Preview over WIFI.

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Screenshot_2013-07-30-18-18-09.png" border="0" />

    2. Touching just 1 touch is fine (Though it's a bit weird how the "TouchID" shoots to a high number rather than 0. Cant screenshot whilst touching so can't show evidence :( )

    3. Place other finger on touch and then this happens. White screen, dropped framerate. Trying to pinch and zoom but nothing happens.

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Screenshot_2013-07-30-18-18-38.png" border="0" />

    Observed result:

    Whitescreen, dropped framerate, no zooming. No errors in console.

    Expected result:

    Zooming stuff :P

    Operating system & service pack:

    Samsung Galaxy S1 (Android Jellybean iirc)

    Construct 2 version:

    r139

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  • +1

    Anything to boost desktop-related stuff :P Also TRUE FULLSCREEN <img src="smileys/smiley16.gif" border="0" align="middle" />

  • No problem :D

  • Hey there, not sure if this is the desired effect you want but here ya go:

    dl.dropboxusercontent.com/u/7765312/C2/Dialog%20Prototype.capx

  • David Flook , For drawing correct tiles, I think if you do a "For" action and start it at "ViewportLeft" to "ViewportRight", and another loop for "Viewport Top" to "Viewport Bottom", you can then only load the necessary tiles from the array. The rest of the world wouldn't be drawn until you walk along into it (Which might make enemies/collision glitches happen). The entire world would all be stored inside the Array. There's a lot to think about lol.

  • It's certainly possible, I think it's quite simple if you understand how the mechanisms work in Terraria. In general, you'd need some experience with Construct 2 first, make smaller things to get used to Construct 2, and probably best to have a lot of experience with Arrays.

    The tiles system would be somewhat easy as long as you have the knowledge about Arrays, optimising, ect. When a tile is made, you just have it check next to itself in each direction to see what tile is there, then you can set it's frame to what it should look like (Middle block, leftwall block, rightwall block, block with grass on it that connects to the left, there's a few lol)

    Having the different biomes that spread slowly is possible, but again, optimisation: You can't have it constantly checking to spread the hallowed area into the grass every moment for the entire world ;)

    Movement and fighting is very simple, definately nothing compared to the tiles and stuff.

    Lighting should be comparably easy to the tiles system, probably involves some sort of pathfinding, though I don't think the pathfinder behaviour is currently a good idea AS it currently can't just "Pathfind" a certain section, meaning bad lag. Though another thread suggested for a "specific area" thing so you can just search around the area of a light source, say a torch, to light up around it rather than the entire screen.

    Inventories, items, crafting, building, it's all arrays arrays arrrraaayyyys (and some WebStorage if you want peoples creations and characters to be saved :P )

    Online multiplayer is always the talk of the Construct 2 forums, it's possible now, but lacks proper support (til the future perhaps).

    Enemy AI in Terraria is simple in terms of AI mechanics; a slime enemy just jumps in the direction of a player every 2 seconds or so, with some extra factors involved to make it jump sooner. Bosses have a small pattern, there's no advanced difficult pathfinding algorithm involved, just "Go to player, kill player."

    All in all, the tiles system is what makes Terraria, nobody was impressed by it's battle system, it's all about the tiles, and the tiles would be the most time consuming thing to create, which might be why there's no immediate tutorials around here (I haven't searched myself).

    Getting it to run smoothly and lag-free, that's the challenge (unless you have the knowledge on how to optimise very well, then again, easy)

    It's all about your knowledge, Construct 2 is extremely powerful as long as it's 2D!

    I think there might be some interesting stuff and tutorials if you search on forums, I don't have anything to help other than my opinion :(

    Hope this helped!

  • , you reminded me of a bug I reported a while back.

    If you double click on a layout and during that loading glitch, hover your mouse cursor over any eventsheet, it would crash Construct 2. Ashley suggested for me to email my project but I forgot to empty it out from third-party plugins and I never sent a cleaner version, yet mysteriously, this particular crash seems to be fixed since an update.

    Here's the old bug report.

    scirra.com/forum/r136-reproducable-crash_topic70218.html

    I always thought I was the only one getting the weird loading flickeryness so I never thought to report it, but the crash was a bad thing to me. Maybe it's to do with a computers processor, so Ashley would never come across this bug due to his computer being highly powerful and loading everything instantly :P Probably not. Hmm, hopefully this can be explained anyway.

  • sqiddster Yeah! I looked into it and found a workaround though yesterday. <img src="smileys/smiley16.gif" border="0" align="middle" />

    I think when you open an event sheet or "Loose focus on an event sheet thats opened, like when adding an action, then returning focus", it will load each layout that has the eventsheet loaded (for reasons I'm not sure). I'm guessing you also have lots layouts with lots of layers and lots of sprites placed around, so when you even click a single layout thats not loaded, it will take 1 second to load.

    Now; since the event sheet is loaded for each layout, that means every layout that has the event sheet will cause an extra +1 seconds of waiting time when you focus on the EventSheet. For me, it comes to about 5 seconds (It seems faster the less time Construct 2 has been open)

    SO THE IDEA IS, have an eventsheet that literally just contains an "include" sheet to your MAIN eventsheet that was originally on all tha layouts, then on each layout, make sure it loads this new eventsheet.

    After doing this, It removed ALL the lag from clicking onto the eventsheet that I use, and the "Include" eventsheet lags instead (but you'll never need to click it, so hooray <img src="smileys/smiley4.gif" border="0" align="middle" />)

  • Sorry Ashley, I'm usually eager to post bug reports but I have been lacking time, not to mention the bug seemed hard to pinpoint! I'll see if I can do it now.