Moongaze's Forum Posts

  • I keep getting those errors too.

    After logging in , the first attempt always fails and returns a permission error.

    when typing a lengthy post or take my time to write a clear to the point post, I get a session error.

    Very annoying when I forget to press ctrl+a/ctrl+c.

  • Solved!

    Thanks so much all of you!

    This is valuable info ;)

    Regards.

  • Does anyone have an idea why this happens?

    Should I file a bug?

    thanks!

  • Its basically a start/restart game event sequence.

    I destroy all objects and the relevant array, then recreate them (makeDeck() and cardArray create) then start the for each that is supposed to fetch all UIDs and push them into the array.

    The 'for each classic_back' simply does not run, although the classic_back objects that makeDeck() creates are definately there and are shown in the inspector/debugger.

    As stated above, the exact same event sequence works fine when used in a event group and triggered by activate/deactivate group.

  • Thanks for pointing out the unnecessary 'for each' jayderyu.

    A wait of 1 second does not solve it. I've tried it after creating the array, and after calling makeDeck().

    Setting the array size does not help either.

    I'm really curious why this doesn't work. Is it my fault? Is it a bug? Is there something I don't grasp about how C2 works?

    The event sequence is pretty basic though.

    All that happens in makeDeck() is a loop in a loop creating/pinning/setting instance vars for sprite objects. That runs fine so I doubt that is what is interfering with the push to the cardArray. Unless the 'for each' runs in parallel with the makeDeck() function. (in another thread?)

    The classic_back sprite and all the sprites I destroy in the function are part of a container, if that is of any concern.

    I probably don't need to destroy all sprites in the container come to think of it. Just one would do the trick.

    -EDIT--- I removed all the unnecessary destroys, does not solve the issue.----

    If I have the time I will try to reproduce this in a test project.

    In the meanwhile any comments or suggestions are welcome!

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  • Oh yeah,

    MERRY CHRISTMAS!    <img src="smileys/smiley10.gif" border="0" align="middle" />

  • Hi,

    I'm confused...

    I have a sequence of conditions and actions that work without any problem in a group. But when duplicated for use in a function it doesn't.

    <img src="https://dl.dropboxusercontent.com/u/57755595/pics/functionArray.jpg" border="0" />

    The issue lies with the 'for each' loop that is highlighted in the screenshot.

    -In the 'makeDecks' function that preceeds it, I create the classic_back objects.

    When fetching the UID's it is as if no classic_back object exists although the debugger shows there are 52.

    The card array stays empty (1,1,1), and when I trace the UID values to a textfield it stays empty. When I add a 'pick all' condition prior to the 'for each'...empty.

    No return value whatsoever. No "0", no "-1".

    When I execute the exact same sequence in a group, and activate/deactivate it as if I would call the function it works like a charm.

    Any idea what am I overlooking here?

    In what way is there a difference between a group or function?

    Could this be a scope issue? Seems unlikely since I created many other functions that use 'cardArray' and other arrays and those work just fine.

    Or does the 'for each' execute while the makeDecks() function is still running? Seems unlikely too.

    I can use a group to circomvent the problem, but I'd prefer not to.

    Stumped... <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Hi,

    Can someone enlighten me on the following ?

    When I export as HTML 5 and try to play locally in Chrome I get a black screen which is expected. But... :

    When I export as HTML 5 and try to play locally in Firefox I get a error message/popup saying I cant play locally but after 1 or 2 seconds my game loads after all.

    I found another thread on this issue that says firefox does not prohibit the use of offline cookies and thus plays offline. But I fail to see what that would change when using file://.

    Is this a security issue on Firefox 26.0? Or is it just more lenient compared to Chrome? Basically I am concerned about security risks.

    I thought it would be best to ask in an existing thread to avoid yet another thread about this issue. If this is frowned upon, tell me! :)

  • What an entrance to the community...silly me <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Hi people,

    Thanks for all your replies!

    I probably am doing too much thinking in a programming mindset instead of a C2 mindset.

    Kyatric and Jayderyu: yes, you are probably right. This should be the easiest way to accomplish what I'm looking for.

    Next time I'll just ask a question first before making a suggestion. :)

    Thanks!

  • vtrix

    I took a look at the plugin but it is not nearly adequate enough.

    There does not seem to be a way to manipulate position, alpha etc... or pick nickname instances by instance variables ot other parameters.

    Thanks for the suggestion though.

    Ashley : I have seen that other people suggested a variable type sprite as well on the forum. Is this somewhere on the development roadmap?

    Thanks

  • I don't know if I'm allowed to jump in here and kind of hijack the thread but...

    Ashley: I get a black screen when running the .exe that is generated after node-webkit export (minified or not). I used 'show dev tools' from the plugin but nothing shows. I can only close the window by force quitting it in the taskmanager (win7pro)

    Is there any way to track down the java script error that assumingly is causing the crash?

    The game runs smooth when I run the layout.

    In the taskmanager I noticed that the .exe node-webkit exports runs 2 times simultaneously . That seems odd.

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

    SOLUTION: The issue seems to be resolved when 'Use loader layout' is set to 'No'. At the start of the layout I run some loops that generate unique combinations of numbers. This conflicts with the layout trying to load the other stuff that is happening apparantly.

  • Thanks for the explanation!

  • vtrix

    Thanks! That looks like the exact thing I'm looking for !

    I hope it 'll work, I've encountered strange behaviour using plugins and some just crash at runtime.

    Regardless of that plugin, I should say that construct would be even greater with more variable types.

  • I have a game logic with 150+ events that use a certain number of sprites.

    If I want the user to be able to choose a different set of sprites before the game starts (before I create the containers, and create the sprites), I have no choice but to copy the whole gamelogic and change events and actions to use other sprites.

    I basically need to copy the whole game just to alter the look of an object.

    In my case I want the user to be able to choose a skin for a deck of cards. Each card consists of 4 sprites.

    But the problem could also arise if you want the user to choose between a large number of avatars or player characters that need to be composited at runtime.

    Not being able to put a Sprite object into a variable creates a big overhead and causes tedious, unefficient programming in these cases.

    I guess there is a way which involves putting in the graphics for different skins into animation of 1 object/sprite but that would complicate gamelogic programming unnecessarily. And that would still limit possibilities/efficiency compared to a Sprite var.

    Hope I'm not overlooking a clean solution, I've looked for it long...and hard. I hope I'm not blind :)