jasmattkrz's Forum Posts

  • The easiest thing would be for you to upload your capx so we can look at it and see if we can reproduce the problem.

  • Working from a backup was a great idea, glad it worked!

    I am using the SCML plugin in my current project, but hadn't heard of the direct draw feature (which is supposed to improve performance). This is the most recent info I could find on it I'm going to read up on it later, but if you have more current information please share!

    Once again, glad this worked out for you!

  • If Firefox is indeed pointing you in the direction of the unresponsive script, then it looks like something you're pushing into an array. It's possible that that you're pushing a lot more data into the array than you intend. Or I could be completely wrong, as I am not what you would call a "power user" ; )

    Unfortunately, you have a huge project with 2700 events. Personally, I test regularly so I can see if a new feature works or not, and I save many versions so that I can go back to a the most recent functional version in a case like this. Ideally, you would have been running the game and testing it as you developed, so you would have seen the moment where the game went from running correctly to running an unresponsive script. Of course that's not very helpful now.

    Something you can do is start disabling blocks of your code to see if you can stop running the script that is causing the issue. Test and repeat until you find it.

    Or you could ask for help again and publish the capx for others to look through.

    There may be a more technical way to find what the problem is, but I don't know it.

  • simonlickus if you already have the 36 images, you can turn them into a single animated sprite by double clicking within a layout and selecting "sprite." Then click within the layout again to open the image editor.

    When that opens, several smaller, undocked windows should appear, including the "Animation Frames" window. Simply right click within that window and select "import frames->from files" and select your 36 sprites. Then delete frame "0" (which was created before the import).

    The speed and looping of these 36 images is handled by clicking the name of the animation (default name is "default") in a different undocked window, labeled "Animations." That brings up your animations options in the contextual "properties" tab docked on the left.

    This is also covered in depth in the manual https://www.scirra.com/manual/48/image- ... ons-editor

  • Hello.

    Unfortunately, I cannot see your link for the capx, so I'm not sure that I can help. I think you might be running your event multiple times while your key is pressed. Are you familiar with "trigger once while true?" Adding this to your key press condition may solve your problem. https://www.scirra.com/manual/124/system-conditions

  • Wild guess here, but you may be stuck in a loop. I've had similar things happen before when using "while" loops incorrectly, but I think I usually get the option to "stop unresponsive script," though I usually test in Firefox. I'd look at any loops you may be running as a potential cause.

    Have you tried loading in other browsers?

  • I believe you want to use the IAP object, which is only available in licensed versions of Construct 2. It will save the purchase to the user's account, rather than the device. https://www.scirra.com/manual/173/iap

    Currently the IAP plugin supports these platforms:

    PhoneGap Build (iOS + Android)

    CocoonJS (iOS + Android)

    Ejecta (iOS)

    Windows Store (Windows 8+, Windows Phone 8.1+)

    Blackberry 10

    Amazon Appstore

    Tizen

  • Yes. In the properties window, click on "Project Properties View" then change "Window Size" to your desired width and height.

  • You can simply create a new layout for your splash screen, then set that layout to be the "First Layout" by clicking "view" next to project properties (in the properties window) and selecting the new layout. Then when someone clicks on the splash screen (or a timer ends, etc), have it run the action "go to layout," pointing to the first layout of the actual game.

    If you're actually looking to make a custom layout that runs while the project loads, that's a "loader layout," and is handled differently https://www.scirra.com/tutorials/318/ho ... ng-screens

  • Thank you!

    Everade

    This will work great for me since I'm just testing out the multiplayer feature and I don't have a multiplayer project that's already live. Ironically it's now "about 5am Sunday morning" where I live, so I expect it to be a few hours at least before I put your server to use.

    But seriously, thank you again. The Construct 2 community is a large part of what helped me choose this engine two years ago and your kindness affirms that choice.

    I also just read elsewhere on the forums that Ashley recently stated disappointment in how many users there are for the multiplayer plugin (after the huge support it received in an online poll which predates my time here). So I want to give him and the Construct 2 team a sincere "thank you" as well for implementing this advanced feature. I also appreciate the fact that we get an official signalling (or to me, signaling) server available for free, and that source code is also available if we need to control that part of the infrastructure (or if a user suddenly feels the need to be awesome, like Everade just did).

    And yes, sometimes servers have issues; much of Netflix was also down for 3.5hrs yesterday (which is actually kind of crazy)!

  • The time right now in England (where Scirra is located) is about 5am Sunday morning. So I wouldn't expect an immediate fix for this.

    dannykln I just load one of Scirra's multiplayer tutorials/demos, it shows that there is no connection as soon as the page loads http://www.scirra.com/labs/multiplayer/ghostshooter/

    You can buy the source code needed for your own server for $19.49 from Scirra https://www.scirra.com/store/game-makin ... server-161 . I wonder how difficult it would be to have your own backup server that your game only connects to if the primary Scirra server is down (which it will know because it can't connect). If you're on a scalable server plan, it might only cost you a little bit of money to run, since you'd use it very infrequently. Amazon Web Services will give you 1 year of free basic server hosting which should do the trick. The fun part would be how you handle moving back to the main signalling server and preventing your players from being split apart once both servers are operational.

  • I am also getting the "signalling error [Object event]" problem and can't work on multiplayer at this time. Glad to see this thread, though, I was beginning to think I was doing something horribly wrong!

  • Yes, that makes sense. Thank you!

    Is it possible to read the tutorial PDF prior to purchase? I'd like to get a better grasp on the plugin's capabilities and workflow.

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  • Hello,

    How does Construct 2 interface with the Arduino? Bluetooth? Wifi?

    This plugin looks very promising!

  • > Sorry for the terrible bump, figured it'd be better than opening a new one about it..

    >

    > I purchased Construct 2 Personal Edition few days ago, and I'm encountering the same "open capx file" issue... While others reverted to using the non-steam edition, I can't do that, since I don't have a license file after purchasing it from Steam...

    >

    > Any news about this issue?

    >

    Try this fix copy.com/0mTMVTrtizNn

    or this copy.com/Pa7BVNoYUw4D

    I know I'm very late to the party, but this was really annoying me! Thank you bug_fixer!