jasmattkrz's Forum Posts

  • +1

    I recently purchased a business license and I've mentioned this elsewhere as well.

  • &TD Bauer

    The problem is that we've been left to speculate without any assurances or information about Construct 2's future. This could have been a very exciting time, but Scirra botched the announcement horribly. They've only given us things to worry about (higher cost, unclear support for Construct 2, web-based), and made clear that several desired features won't be included (3D, native exporters).

    I'm sure there's something exciting in Construct 3, I just don't know what it is yet... ¯\_(?)_/¯

  • Tom This is something I wish had been covered in the original blog post for Construct 3.

    It's good to hear that updates will continue for Construct 2. I think that if you made that clear in the Construct 3 announcement, the community wouldn't have responded so negatively, since they would have felt secure that they wouldn't be losing Construct 2 when Construct 3 comes out.

    Will Construct 2 licenses still be for sale after the release of Construct 3?

    What's the deal with Construct 2/3 Business Licenses (another point notably missing from the announcement)?

  • [quote:1g6cl1gs]I'm surprised this ever works in any circumstance, I'd expect it to never drag when you create an object in a touch event.

    The lack of predictability here was sort of my point I wasn't making a request that the behavior system be modified for my needs, but that the behaviors of seemingly unrelated objects are affected by whether or not another object has that behavior assigned. This is the only circumstance that I have seen of this, so I reported it as a bug.

    But I agree, on a scale of importance from 1 to 10, it's about a 0.2

  • I've read through the updated tutorial jan2000 , and I really appreciate the information! I will be away from my home computer for a week and a half, so I can't fully test my setup, but I'm grateful for your help and I'm excited to get back to development now that you've detailed the export process.

    Thank you again! Great customer support!

  • Thanks again jan2000 ! I reworded my original question to be a little more to the point and less alarmist

    There just weren't any instructions included on how to export the project and make it work once it was out of Construct 2's preview mode, so I assumed that wasn't how the plugin was designed.

    I'd love to see an amended tutorial that covers exporting, since XAMPP seems a bit complicated for people like myself without networking experience. For example, do I need the XAMPP server and the breakout server running?

    Also, I was successfully using my phone on the network to control the Arduino plugged into my PC, but will I lose that functionality without the C2 preview server running (in which case, I might make my final "app" use the Multiplayer plugin and signalling server as well, which could even grant remote access).

    In a dream world I'd also love to know how you got the Arduino working over wifi with the ESP8266 But I know your time is valuable and that's beyond the scope of this plugin... so maybe if there were another plugin for Arduino Wifi I'd buy that, too (once I figure out how to get the Arduino plugin working in an exported project, anyway)!

    Thanks again!!

  • Instructions for uploading the capx are in the "***MUST READ FIRST!*** Bug report REQUIREMENTS" post for submitting any bugs.

    https://www.scirra.com/forum/must-read-first-bug-report-requirements_t61748

    [quote:2zzc12tr]To save a .capx file, click "Save as single file" in the File menu. If you need a host, put it on a free Dropbox, OneDrive (formerly SkyDrive) or Google Drive account. We are unwilling to use file hosts which require an email address to be entered, and services which throw up loads of ads or make us wait for a time limit test our patience; use one of those three linked services which are all free and allow immediate downloads.

    Due to heavy spam on the forum, we have to block the posting of links for new users. If your link to the .capx is blocked, either remove the http and www parts, or insert * characters through them, e.g.

    example.com/myproject.capx

    or

    h*t*t*p://w*w*w.example.com/myproject.capx "

  • Problem Description

    General: Sprites with the Drag and Drop behavior function differently based on whether or not other sprites have the behavior assigned.

    Specific: Sprites which have the Drag and Drop behavior that are moved or created in response to user input will drag immediately if and only if the first sprite ("first" based on what, I don't actually know) does not have the behavior. Adding the behavior to that "first" object causes all objects to be dropped (as opposed to dragged) immediately after movement or creation.

    Attach a Capx

    Test 1a https://dl.dropboxusercontent.com/u/18512418/BugReport/DD%20Touch%20Bug%20Test%201a%2C%20Control.capx

    Subsequent tests provide additional data if needed (as documented below), but Test1a is the primary capx and may be altered according to the steps below to recreate the bug shown in Test1b.

    Test 1b https://dl.dropboxusercontent.com/u/18512418/BugReport/DD%20Touch%20Bug%20Test%201b%2C%20Bug%20Demonstration.capx

    Test 1c https://dl.dropboxusercontent.com/u/18512418/BugReport/DD%20Touch%20Bug%20Test%201c%2C%20Further%20Analysis.capx

    Test 2a https://dl.dropboxusercontent.com/u/18512418/BugReport/DD%20Touch%20Bug%20Test%202a%2C%20Control.capx

    Test 2b https://dl.dropboxusercontent.com/u/18512418/BugReport/DD%20Touch%20Bug%20Test%202b%2C%20Bug%20Demonstration.capx

    Description of Capx

    Test1a is a control, showing four sprites with graphics that look like dice, correlating to the order in which they are created via 1-4 simultaneous touches. Die1 does not have the Drag and Drop behavior, Die2, Die3, and Die4 have it. In response to 1-4 simultaneous user touches, Die1 is created but does not drag, Die2, Die3, and Die4 will drag immediately. Releasing all touches will destroy the sprites. This is all as expected (considering which dice have the Drag and Drop behavior).

    Test1b is the same test, but with only 1 change: Drag and Drop is assigned to Die1 (as well as the other dice, like in test 1a). Now, after 1-4 simultaneous touches, no dice will drag. The behavior of all 4 sprites has been changed by the addition of Drag and Drop to Die1.

    Test1c is not necessarily useful, and simply prevents the destruction of the sprites after touches are released. Its only purpose is to show that the Drag and Drop behavior functions correctly for additional user touches.

    -----

    Test2a/Test2b demonstrates the same effect, but using "set position" instead of "create object," and using two sprites that are already onscreen so that the bug is visible with a mouse instead of a multi-touch touchscreen (Test2 has also been performed with the "mouse" object only, instead of "touch," with no change in outcome.

    In Test2a, which is a control, click to the right of either sprite in the white area and without releasing the mouse attempt to drag. Die1 will not drag, because it does not have the behavior. Die2 will drag, because it does have the behavior. This is exactly as expected.

    In Test2b, both sprites have the Drag and Drop behavior. Now neither sprite will drag without first releasing the mouse and clicking on the sprite. The behavior of both sprites has been changed by the addition of Drag and Drop to Die1.

    Steps to Reproduce Bug

    • Step 1 - Preview the capx "Test1a" (aka "DD Touch Bug Test 1a, Control.capx")
    • Step 2 - Place 4 fingers on a touchscreen and drag (the second, third, and fourth touches will drag their sprites)
    • Step 3 - Within the capx, apply the Drag and Drop Behavior to sprite Die1 (this replicates the conditions of the Test2b capx)
    • Step 4 - Place 4 fingers on a touchscreen and drag (no touches will drag their sprites)

    Observed Result

    The way Die2, Die3, and Die4 drag is affected by whether or not Drag and Drop is applied to Die 1.

    Expected Result

    For all dice to behave only according to whether or not that specific die has the behavior applied (specifically, I'd like all four dice in drag upon creation, as seen in dice 2,3, and 4 in Test1a).

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Edge: YES
    • Safari: YES

    Operating System and Service Pack

    Windows 10 Anniversary 64 Bit

    Windows 10 64 Bit

    Android 7.0

    Mobile iOS 8.3

    Mobile iOS 9.3.5

    Construct 2 Version ID

    239 64-Bit

    -----

    Thank you!

  • So, jan2000 earlier you said that I needed "a computer running the Construct 2 page," but from the tutorial it looks like what you meant was a computer running the Construct 2 preview server.

    Is it true then that this can't be exported within a project (aka game) or have I interpreted this wrong?

    Thank you!

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  • Just wanted to say I bought this plugin (and additional tools) and so far it's definitely worth the price. It even saves me money by allowing me to use existing hardware (mobile phone, home WiFi, PC screen, tablet touchscreens) instead of having to buy dedicated hardware! Thank you to the Dev(s), and I hope some more people pick this up!

  • Correct, the problem is only apparent on a dedicated touch screen. Thanks for taking a look, though!

  • Thanks for your advice, Plinkie!

    My initial feeling is that your workaround isn't much better than mine once there are multiple invisible sprites overlapping each other, and I end up having to run distance checks anyway, disable drag and drop on the undesired sprite(s), unpin the desired icon, move it, repin it, re-enable drag and drop on the sprite(s) I left behind and so forth. Plus, I prefer working with numbers rather than images, since I find they're more adaptable to development changes down the road.

    I've also had trouble getting things to look right (without a rubber band effect, as I recall) when mixing pin and drag and drop behaviors in the past.

    But it's also very late where I am, so maybe I'm just being grumpy, and I'll give it some more thought after I've slept. I definitely appreciate your time.

    Either way, this would be a lot easier if Construct 2 had a "force drag" action, or if the current behavior realized that since there's a sprite under my finger, I want to drag it!

  • Interesting. Can you tell me what hardware and OS you're using? I'm on a Flex 3 2-in-1 On Windows 10.

    And to confirm, you got this to work on a touchscreen, right? I ask because in your other post about this project you talked about mouse.x/mouse.y instead of touch.x/touch.y, and I stated that this works as expected with the mouse a as a simulated touch input.

    Thanks!

  • Hello,

    I am trying to use a touch screen to drag and drop icons around. In the attached capx, if you touch (or mouse click) on a blue icon, drag and drop works as expected. But I'd like to have an adjustable margin around the icons as well, so that if you touch the screen and you're a little off of an icon, but it's nearby, that icon is still dragged.

    By doing a distance check between the icons and the touch location, I can select an icon and move it to the touch location, but then drag and drop (which is enabled) is "inactive" unless the user lifts up their finger and taps again. I could just make a larger collision polygon, but that has many downsides.

    https://dl.dropboxusercontent.com/u/185 ... ouch1.capx

    Other functionality in this capx is:

    Touch large purple button on start for fullscreen. Triple touch or ESC to exit fullscreen (purple button reappears).

    On touch start makes a red icon top left visible, on touch end toggles it back to invisible.

    The best workaround I can think of is to have a variable toggle that bypasses "drag and drop" to set the icon's position to the touch position every tick until it's released. I suppose that's all the Drag and Drop behavior is doing anyway, so maybe that's not a big deal?

    Thanks!

    EDIT: I have two icons, and if I delete the Drag and Drop behavior from one, then the other works as expected?!

  • Hello,

    In the linked capx, I expect the following things to happen (but #4 is the problem):

    1)If you press the large purple button, the browser will enter fullscreen. To exit fullscreen, touch the screen in three places (or ESC).

    2)If you touch and drag either die, they will drag and drop.

    3)If you touch near (but not on) either die, they will set position to the touch location (I want them to immediately initialize drag and drop, which they don't, but that's a different problem).

    4)"On any touch start" sets a red icon visible in the upper left.

    5)"On any touch end" sets the red icon invisible.

    https://dl.dropboxusercontent.com/u/185 ... ouch1.capx

    ----------------

    Again, "on any touch start" is the problem. Touching the screen does not trigger the "on any touch start" condition. That only happens after movement is detected. I don't believe the tablet PC is at fault, because in Chrome everything works as expected.

    I also don't think it's a Construct 2 bug. I have tested on the same tablet PC with mouse input, and it works as expected. I've tested with touch on mobile in Firefox and Chrome and it works as expected. I've gone into about:config and made sure all settings with "touch" and "gesture" are the same on Firefox Desktop as for Firefox Mobile, but the problem persists.

    I think it's just Firefox for Desktop, but if anyone knows better please chime in ; )

    This capx is for a fun little side project dedicated to touchscreens, and I'm sure I could work around it, but I have a larger project I'd like to add touch support to and this is a pretty important trigger to be unusable on a major browser.

    Thank you!