Karentzos's Forum Posts

  • Construct team should take a closer look on this. Maybe the team can suggest to buy this plugin and turn it into a built-in. If everything works as promised this plugin will not be just another plugin, it will be a game changer. UI creation is the most missing feature for Construct engine. Except from creating complex UIs for games, this also giving the opportunity for Construct users to create web applications.

  • FYI once SVG rasterization is complete, SVG Picture draws exactly like a Sprite. The performance difference probably only comes from SVG Picture calculating if it needs to rasterize the SVG larger if the object is being displayed bigger (which it won't if everything stays the same size, but it still has to check).

    Does this mean that we can improve performance if the svg file size is the same as the svg object? My svg files are 28x28 in size but my objects are 180 x 180. So does this change in size increase the time for rasterization?

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  • In case this occurs on other users. I found a solution. I am using Spline plugin. Before changing layout I have:

    1) Cleared all path points

    2) Stopped all movements

    After that, I can change the layout without any issues.

  • I am aware of bug report, but you have to understand that this only works on occasions where the project is limited in size and complexity. When it come to big projects there are several issues:

    1) You cannot upload the project because you dont have the permission from your company.

    2) You cannot break the project because it is extremely complicated and big. Also, Construct engine favors the use of hard coded parts (that the reason there is no way to reuse code or event sheets you have written from other project files).

    3) It is an Instant Game which currently runs with bulk Facebook data that only when you have special permissions you can login and run.

    That said, I have exported the game without any minify, and that is the message:

    c3runtime.js:154 Uncaught (in promise) TypeError: Cannot read property '_GetLastCachedZIndex' of null

    at a (c3runtime.js:154)

    at Array.sort (<anonymous>)

    at C3.RenderCell._EnsureSorted (c3runtime.js:154)

    at C3.RenderCell.Dump (c3runtime.js:154)

    at C3.RenderGrid.QueryRange (c3runtime.js:157)

    at C3.Layer._GetRenderCellInstancesToDraw (c3runtime.js:160)

    at C3.Layer._DrawInstances_RenderCells (c3runtime.js:160)

    at C3.Layer.Draw (c3runtime.js:160)

    at C3.Layout.Draw (c3runtime.js:163)

    at C3.Runtime.Render (c3runtime.js:445)

    at C3.Runtime.Tick (c3runtime.js:445)

    a c3runtime.js:154

    _EnsureSorted c3runtime.js:154

    Dump c3runtime.js:154

    QueryRange c3runtime.js:157

    _GetRenderCellInstancesToDraw c3runtime.js:160

    _DrawInstances_RenderCells c3runtime.js:160

    Draw c3runtime.js:160

    Draw c3runtime.js:163

    Render c3runtime.js:445

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    Any ideas? Even rough ideas of what is causing this issue?

  • I am trying to figure out what is causing this issue for a long time. The case goes like this:

    After playing a level on my game you return on the main menu. This is happening automatically if the time runs out. Now if I dont interact with the game at all when the time goes out, I can go to main menu, I select play again and all goes well. If I interact with the game 1 or 2 seconds before time runs out (an change the layout) then I cannot replay this layout. It loads until a certain point but freezes.

    I have tried debugging with breakpoints but with no luck. I have tried doing several stuff before changing layout because it seems like something is leaking. I have tried stopping animations, sounds, sine behaviors, stopped all timers, disabled effects but still the issue continues.

    In Chrome I see the following message:

    c3runtime.js:2 Uncaught (in promise) TypeError: Cannot read property 'g_Bs' of null

    at g (c3runtime.js:2)

    at Array.sort (<anonymous>)

    at g_aQ.g_Bu.g_BD (c3runtime.js:2)

    at g_aQ.g_Bu.g_BE (c3runtime.js:2)

    at g_aQ.g_BF.g_BN (c3runtime.js:2)

    at g_aQ.g_BQ.g_Eb (c3runtime.js:2)

    at g_aQ.g_BQ.g_Eu (c3runtime.js:2)

    at g_aQ.g_BQ.g_El (c3runtime.js:2)

    at g_aQ.g_Fi.g_El (c3runtime.js:2)

    at g_aQ.g_amx.g_apt (c3runtime.js:2)

    at g_aQ.g_amx.g_Jj (c3runtime.js:2)

    g c3runtime.js:2

    g_BD c3runtime.js:2

    g_BE c3runtime.js:2

    g_BN c3runtime.js:2

    g_Eb c3runtime.js:2

    g_Eu c3runtime.js:2

    g_El c3runtime.js:2

    g_El c3runtime.js:2

    g_apt c3runtime.js:2

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    Any ideas what it might cause the above? If I dont interact with my game (its a puzzle game with correct and wrongs answers with effects following accordingly) some seconds before I exit the layout all is well. But if I interact (select correct answer or a wrong answer, which triggers effects, animations, sounds etc) then I cannot replay the layout. Is something leaking?

    Tagged:

  • Congratulations! Now lets test it and see what we can make with this gem.

  • There are certain features that I am trying to implement with Facebook Instant Games Plugin.

    Subscribe to bot. It seems it doesnt work, as it shows nothing. Is this feature supported?

  • I have the same issue an I still haven't found the solution. Also, I am trying to implement share/ivite where I can give points to the player that invites others. The issue is that after the "share", I dont know how to read the entry point data from the other player that opens the share.

  • What I want is to load images into sprites on a layout without the need to load all those images into memory. An action for sprites where you can load images from resources (not urls) would be great. Now what I have to do is to load all images when a layout is loaded.

    Assume you have a sprite that want to load random image from a selection of 500 images. How can you achieve that without the need to load all images into memory?

    Keep in mind that I dont want to use NWJ because my game will be exported for as a Facebook Instant Game...

  • The only solution (for one more time) is to place a wait 0 sec at start of the function. Of course this is possible on some parts of the code because wait skips the line and returns when the time has passed which causes many implementations to be completely non implementable...

    Construct did not care if I call that function on a completely (an other level) from the event that created those objects.. I still had to put a wait to gain access to these objects...

    For one more time... wasted time on trying to achieve a simple object picking stuff...

  • This is not a bug that occurs on my code. Its how Construct works... It has vague object picking mechanism. I am not complaining about this line of code. I will find a way. The problem is that the whole object picking mechanism on Construct is far from solid. I am facing object picking issue constantly the last 2 months since my project started.

    On my example, there is nothing, but absolutely nothing that should cause this issue. Even if the parts from above my function do crazy stuff, the loop is a loop. The object counting is object counting. You cannot iterate 1 time when there are 6 objects (I can see those objects on debugger). The alert fires only one time.

  • If I want to post the project file I will have to cut many parts... Construct is an engine that produces extremely hard-coded events. In order for me to cut all those parts to narrow it down, it will result in a so small project file that it will work.

    So you are telling me WackyToaster that ALL parts on your projects with object picking work like a charm?

    Lets see if its an issue of Construct or an issue of my project by showcasing this simple example:

    This object below is not referenced in the whole project at all.. except on a loop that it gets created 6 times...

    So the loop should iterate 6 times.. correct? Nope! It doesnt! The loop only counts 1 time.

  • Any rough release date? I am so excited about this plugin!

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  • I think it time for Scirra to reconsider the whole structure of Construct engine regarding the picking instances mechanism. Construct is a game engine and the most important part in game development is accessing different objects and acting on them. In Construct you have to work 1 hour to create a full layout and 8 more hours trying to figure out what is going on and accessign objects doesnt work.

    Of course it is a depricaded issue that is still alive in this engine. Its not a bug... its the way Construct engine works.

    In my following example I have some buttons that I want to alter. They are all created on a different function (to keep my code clean). Guess what? I cannot do it...

    What is going to happen:

    - Of course Scirra team will reply telling me that this might be a bug on my code and I need to file the issue...

    - I will have to go there and fill a huge form based on some awkward template.

    - I will also need to upload my whole project file because Construct engine doesn't allow you to break your project in different files that you can export. Even if you could export parts of your event sheets... variables are hard-coded and they could not work on a template... So... there is no "uploading part of the project". Of course I cannot upload my project because it is not mine but it belong to the company that I work.

    - I will consume 4-5 hours to bypass this issue making my code more complex (breaking down into multiple events, actions, groups, functions)

    Dear Scirra... change the way object picking works... It doesn't! The worst part is not that it doesn't work all the time... the worst part is that it will stop working on a big project where there is complex event sheets... and no one will be there to fix it or help you.

    Here is the part of my code that doesn't work. And of course if you try to reproduce it just like this it will work. The issue is that it doesnt work on my code.

    PS 1. Before trying to convince me that there is something on my code that prevent this lines to work just keep in mind that I have checked my code over 100 times and there is nothing that could effect this. I am sure that the only thing that effects this is something under the hood of Construct engine.

    PS 2. I have tried to reset picking, picking all, picking family, changed what I change (not visibility but opacity or even pining to other object), put it outside function, inside other function, put wait 0 seconds and a couple of other things that made my frustration even bigger.

    PS 3. This is not the first time I face such an issue. My whole work on this game project goes like this: 1 hour of work + 8 hours trying to figure out whats going on with my object picking and something on my project doesnt work.