Jase00's Forum Posts

  • Ashley , I realised that project files are actually fine to use now, I didn't look into them enough til now :P Are project files only loaded into memory when they are called ingame? Or are they always loaded just for being a project file?

    Also, I do the "Separate weapon object" method, but when having two weapons that I want to be different (Say I load image from URL for a sword on one "WeaponSprite", and an axe on another "WeaponSprite"), it would replace ALL the frames of all "WeaponSprite", which I can imagine is by design, but if that's the case, then I'm seriously trapped in my project D:

  • I'll check it out, never tried exporting :P

    EDIT: Ok, so the setup I have is that pressing a key will request the file with AJAX for the file "image1.png" with tag named "1".

    Upon load, it will set a Sprite to the correct frame and then load image from URL from AJAX.LastData

    Upon error, a sound will play to signify that it didn't load.

    I tried exporting as nodewebkit both times.

    On the first export, I had "image1.png" as a project file and exported. Opened the .EXE, pressed the key, and the frame would change to correct frame and no sound plays, BUT the sprites frame doesn't change.

    On the second export, I had no project files at all, but instead, I put "image1.png" in the directory of the .EXE. Same results as previous; no sound, animation changed, but no actual sprite change.

    I conclude: AJAX is detecting the files, but for some reason it's failing to load them to the sprites image.

    EDIT2.0: Oh wow I just realised, AJAX actually retrives the ACTUAL image, rather than it's directory, which the sprite doesn't do anything with since "Load from URL" would require a... URL... not actual image data. XD

    EDIT3: I realised project files aren't so bad after all; BUT I also discovered (also on another thread), that Load image from URL replaces ALL sprites image, not just the one specified. This is bad for my case :(

  • Yo,

    I've searched around and tried to figure this out but to no avail...

    So, when previewing on localhost, where exactly would I point to with AJAX to get to images on my harddisk? Which also asks, WHERE should I place my files to load them?

    It seems it's a good idea to load all images as "Project files", but in my game, I have LOTS of images, like 100's, possibly thousands (which is why I'm going to load them externally), so I don't think Project Files is a good way forward.

    Also, when using an image in project files as a test, I could call the file with AJAX, and then tried "Load sprite from URL" with AJAX.LastData, but it wouldn't change the frame.

    Any useful tips? :)

  • There's the good old-fashioned workaround which people came up with in the Classic days: for one tick before changing layout, quickly bring up a loading screen. Then the previous layout is displaying "loading..." while the next layout loads up.

    This is what I do, works great :)

  • Being a Fraps user myself, I am aware that Fraps alters the framerate of the game to the framerate you specify. Try changing the FPS in Fraps to 60fps, though if you have a weak computer it may still drop below 60fps.

    Protip: If you're planning to upload this only to Youtube, Youtube makes all videos 30fps anyway, and as Construct 2 uses TimeDelta, you may as well ignore the fps change and record away at 30fps.

  • Hey there, I love the performance boost on my SGS1 with WebGL! Comparing it by switching it off and on, I get like 47fps with it off on a relatively empty project, and a solid 57fps with it on (I believe this is the max it will go on any project)

    Haven't had time to read through this thread but I'll say what I'm having problems with (All of it is related to physics)

    -Physics doesn't handle the Collision Box of sprites correctly, things are appearing sunk into the floor and stuff from it.

    -"Disable collisions with object" doesn't appear to work.

    -Crash when I apply torque (Screenshot below!)

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Screenshot_2013-07-05-01-37-45.png" border="0" />

    I'm pretty happy regardless but yeah :P

  • I'm curious about this too.

  • Awesome!

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  • Yeah this one appeared alongside the "Against wall sink" bug, probably does relate. <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Cool, pretty funny how a handful of glitches may have been fixed from fixing one bug :P

  • Sure!

  • you actually can preview as exe, though it takes a little setup. All you need to do is make a node webkit application that goes to the preview URL via the browser object at the start of the layout, then when you're working on the game you want to preview as exe, press preview, close the browser it brings up, then open the node webkit exe. Now when you hit preview it will update the node webkit window with one click instead of another browser.

    ...Wow <img src="smileys/smiley41.gif" border="0" align="middle" />

  • Your latest error:

    Uncaught TypeError: Cannot call method 'loadTexture' of nullhttp://localhost:50000/Particles_plugin.js, line 70 (col undefined)

    It mentions the particles plugin :P

  • I originally meant to make a report for a different bug mentioned in the jumpthru thread, but I couldn't reproduce it so I think it could have been fixed! Or maybe it has been effected from another glitch <img src="smileys/smiley36.gif" border="0" align="middle" />

    This bug has been biting me when I design levels with two smooth-shaped objects side-by-side, I suppose it's not easy to decide with this one as some people would want it to follow the jumpthru shape all the way, whilst others would want it to walk along the top of all of them. Hmm.

    Link to .capx file (required!):

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

    Steps to reproduce:

    1. Run Capx

    2. Run along the jumpthru slopes, and randomly you may fall down them

    Observed result:

    Should consistantly run along the slopes

    Expected result:

    Random falldown.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r136

  • Link to .capx file (required!):

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

    Steps to reproduce:

    1. Run capx

    2. Run right and notice the Text object I strategically placed there

    Observed result:

    When running under a jumpthu whilst on a jumpthru AND the top jumpthru is low enough, you will sink a pixel in the ground.

    (This prevents the player from being able to jump in my project, as the players jumping ability is reliant on if they are "On Ground" or not. <img src="smileys/smiley11.gif" border="0" align="middle" /> )

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

    Expected result:

    Shouldn't sink

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r136