MelVin's Forum Posts

  • That's awesome, thanks!

  • Problem Description

    ____ dragging Object to the layout crashes C2, effects every capx ____

    Attach a Capx

    ____ All Capx files are effected____

    Description of Capx

    ____ Crashes Construct2 ____

    Steps to Reproduce Bug

    • Step 1 open a capx file
    • Step 2 drag a sprite from the object tab to the layout

    Observed Result

    ____ C2 Crashes ____

    Expected Result

    ____ The object should be placed on the layout ____

    Affected Browsers

    • Not Applicable

    Operating System and Service Pack

    ____ Windows 8.1 ____

    Construct 2 Version ID

    ____ Version r205____

  • lucid

    Problem solved. the include for the "animation" event sheet was not working properly for some reason. All the other spriters were working though. Regardless, once I removed and re-added it everything started to working properly again. thanks

  • Lucid

    Thanks for the quick reply, I'm going to spend today taking the project apart. I'm sure it's not a spriter bug since the spriter in question does work in other projects, but I'm not sure what is causing it. If I can't solve it today I will PM you. Thanks for offering to help again.

  • lucid

    Updated to Spriter V3, saved and imported a file into my project but the spriter object is not showing once exported with NW.js. But when previewed with NW.js it runs fine, the spriter object shows. All other spriter objects that have been imported before using spriterV3 are fine in preview and after export. I should mention that the spriter object in question was tested with the platformer template and NW.js export and the spriter showed up fine.

    I wondering if you have any ideas what might cause this to happen? Any ideas would be great. Thanks in advance!

  • I'm having the same problem but with only one of my spriter objects. I have updated spriter and the plugin as well as NW.js. seems to work fine in NW.js preview but is invisible when exported with NW.js. I'm still exploring to see what might be the cause. I'll post back when I know more.

    **edit

    I jsut found that the spriter object that is in question does work when imported into the platformer template and exported but not in my game project. Must be something I have missed, But I haven't found it yet. Sorry for Hijacking the thread.

  • I've been using XDK to export. I will have to try Cocoonjs, but last time I tried it it was about the same around 25fps.

    What exactly do you do when exporting with Cocoonjs? would you mind listing a step by step?

  • C2 has limitations with exporting to android, I can't get games that are simple to run over 30fps on a samsung galaxy 4 tab. Even though I'm a C2 fan, limitations of C2 are or will be greater, considering the future of what both will become, unless C3 has something incredible planned I just don't see UE4 being the lesser choice in the near future. Plus there are consoles to consider. Nintendo sure, but currently they are mostly off limit and will probably remain so for some time.

    Really though, I'll have to investigate more, not really sure how exporting works for HTML5>Android with UE4, for me that will be a deciding factor.

  • > With the new update to UE4 and Paper2d, this will change a lot of things. UE4 now has full support for HTML5 and WebGL...https://docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/2015/4_7/index.html

    >

    Paper 2D is still experimental. Some stuff are really a pain in the ass compared to importing options in C2 for instance.

    Yes it's experimental, but it's made by epic. They have vast resources. At the same time it has visual scripting( much like the material editor in UDK) and there will be more and more templates added. Add in it costs 0 dollars to start a commercial game, and it has to be considered, or at least something to keep an eye on.

  • Here are a few more changes to DaKoo and the Armordillo.

  • With the new update to UE4 and Paper2d, this will change a lot of things. UE4 now has full support for HTML5 and WebGL...https://docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/2015/4_7/index.html

  • More character art changes...

  • I've made some changes to DaKoo. Removed the line art, added shoes and increased his hand size by about 50%. Check out this screen, let me know what you think...

    DaKoo now has Twitter, https://twitter.com/DaKoo_Dragon Don't forget to Follow us. New screens and info will be posted everyday!

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  • not necessarily, using version 7 instead of 10(10 being the default for me in the latest version of XDK) will give you the same results as before. it seems only version 10 is problematic. So you change the version back to 7 (in the project properties) if needed and you should be fine. eventually version 7 will no longer be accepted at the google play store. but for now I think it's still ok. Hope this helps.

  • I will try and make something that demonstrates the problem, but til then...

    Samsung Galaxy 4 7" tab

    Android 4.4.2

    Crosswalk 7 I'm seeing avg.FPS in the very low 30s on my app, with version 10 i see avg. FPS around 20 , dipping well into the teens. This is after udating XDK to the latest version.

    imaffett

    Thanks for looking into this btw