Mike at BrashMonkey's Forum Posts

  • Thanks everyone,

    newt, I need to keep the alpha (transparency) of the image, so saving the canvas won't work for me, right?

  • Hi,

    I'm hoping to make an app that lets the user provide an image URL, and then the app would download the image and then store it locally so it could reuse that image again without the further need to go back on-line. Any chance of making this happen?

    Any thoughts?

    Cheers,

    Mike

  • Update: I looked in the file folder to see if there was any obvoiously missing file, especially sound files based on the tough time as a Vista user I'd had with importing sounds, and sure enough an ogg file was missing...I replaced it and now the error message is gone!

    But why did the error report not just mention what file was missing directly? How can I check line 23 of a file that doesn't seem to exist or is hidden? I don't understand. What was I doing wrong to find out what file was missing?

    Thanks,

    Mike

  • It says I'm missing projectfile.cpp (I think). How would I go about replacing it with a non-corrupted one of these, that would work with this game project. I should point out, when I click ignore , the game loads and runs fine...but I'm really scared the corruption will get worse if I keep working on this commercial product for a client...so I really want to sort this out asap.

    Thanks

    EDIT: I cant find a projectfile.cpp file anywhere in earlier backups of the game that dont report the error message. Please help.

  • Hi Mike (love Spriter btw)

    As far as I'm aware, the correct way to import sounds is to import it as a .wav file. When you do this, Construct 2 automatically creates the .m4a and .ogg versions.

    I've only added a few sounds so far but it seemed to work fine.

    Edit: I see, Vista can't handle the .m4a conversion. You can probably do this in iTunes for free though? Set iTunes to encode imported songs to AAC and drag a .wav file into it, I've done this in the past to create AAC files.

    Hi Zantium,

    Thanks for the help and kind words regarding Spriter. Edgar (Lucid) and I are working hard to get it feature complete and rock-solid as soon as possible... I know progress is also being made for its C2 plug as well.

    cheers,

    Mike

  • Thanks for all the helpful replies everyone.

  • Thanks guys, but I was hoping to hear from a non-windows 7 user who had a methodology that was also bulletproof. I can't be the only guy left on Vista, can I? ;) ...maybe I am...

  • Hi Scirra,

    Sorry, I can't post this in the bug report section because I dont know the cause and can't create a simple capx to reproduce this error...

    I was adding 3 sounds to my game, an error message appeared which unfortunately I didnt have time to copy and paste to report it... I then built my fame as html5, cocoonjs, and node-webkit.

    The builds ran fine for cocoonjs and html5, but the PC .exe generated by node-webkit just crased upon opening...so I went back into Construct2 and deleted the three sounds (all formats), and then re-built the .exe via node-webkit and it no longer crashes, but ever sense then, when I open this game project, I get the following ,message:

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

    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    Project file missing on disk

    Condition: FileExists(last_path.c_str())

    File: Projects\ProjectFile.cpp

    Line: 23

    Function: __thiscall ProjectFile::ProjectFile(class FileFolder &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &)

    Build: release 136 (32-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 2)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

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

    Abort   Retry   Ignore   

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

    The only Capx I have is a full game project for a client, and I'm under NDA, so I can't share it publicly, but if you awesome people at Scirra would like I can send you the capx with the error privately.

    thanks,

    Mike

  • Hi,

    I can't even begin to express how much I love Construct2, but it seems every time it's time to add sounds and music to my game project it becomes a very stressful and annoying situation. Here's what happens without fail.

    1) I use a PC running Vista, so I have to find another method to create the M4a files.

    2) When I try to import files with of missing formats,( like if there's one sound missing its ogg version) I go to import it and it creates a NEW sound instead of just realizing its the same name and that sound was missing its ogg version...so now, I have Sound.m4a, Sound.wav, and Sound2.ogg.   WHY?!? This just adds to the pain of trying to get all the formats in. Then I delete the newly created Sound2 files except the for format I was trying to import in the first place and rename it back to Sound.ogg...all the while worrying if this is going to cause a problem.

    3) Once the sounds are in, upon exporting and testing in the different browsers its always the case that some sounds play in some browsers but not the others, and the other browsers play at the other sounds, but not the ones that played in the first browser, meaning obviously the conversions are not in the exact right format so they will all play in their respective browsers.

    And with the latest beta, upon importing one song and two sound effects, I got a big error message pop-up...I was short on time so I ignored it and compiled my game for browsers, cocoonjs, and node-webkit...the games ran fine (other than the mysterious sounds failing or succeeding depending on the browser)EXCEPT for the PC .exe file that node-webkit made which crashed when I tried to run it.

    I then deleted all sound files back out of my project and rebuilt the node-webkit pc version and then it ran fine...but of course, without the sounds it needs. :(

    Is there anyone out there having an easier time with sounds? If so, PLEASE tell me EXACTLY what tools you're using and what EXACT settings you use so that this whole mess doesnt happen to you. I'd be forever grateful.

    thanks,

    Mike

  • Ok, so I updated the gamepad test capx. Could you try again ?

    After testing with XboX pad, it works fine. Sprite should be moving with the gamepad.

    Clear button is usefull to check if any gamepad is detected, and print its ID.

    Xbox controller works great, is detected (after a button push) and then moves the sprite. Sidewinder is never detected no matter what. :(

  • Thanks so much for your help Guizmus. I really apreciate your time and effort.

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  • I did so with both chrome and firefox AND with the Sidewinder and the Xbox controller and nothing ever happens...is a message supposed o appear somewhere? if so, where? It should definately work at least with the XBox controller but I see nothing. :(

  • Hi again, Still no luck...I bring up the console, but can't sucessfully paste your code anywhere...at least not without an error message. I have no idea what I'm doing....and if construct 2 is already using this same code to check for the control pad and it doesnt detect any presses, or when its removed or plugged in, then I guess my only bet is to tell the client to use joytokey for now and try and convinced the web developers to make sure more controllers are supported.

    thanks again.

    Mike

  • Enter the code where? I'm not web developer... I dont understand how to do this, or in what part of the browser's interface.

    thanks,

    Mike

  • Sadly completly no response from the Sidewinder.. But it detects everything fine from the XBox controller.

    There's nothing more than can be done?

    It works fine with joytokey, and the Sidewinder works fine with other games (non-C2 made) and emulators.

    thanks,

    -Mike