nutmix's Forum Posts

  • Just crashed again. Had selected 5 sprites with animations, all of which were clones of the first one. I then clicked on set initial invisibility set it to invisible, then it crashed.

    Just reopened, tried exactly the same thing again, and it worked - Doh!

  • I cant find this option. In the System actions, there is only "Set layer Scale", which takes a number only. It pops up the "objects with expressions" dialogue, which is a bit odd as you cant do much with other objects here - only enter a layer number. Or perhaps a good way is to attach a dummy sprite object on each layer, and call them "layer1" etc, then in the Layer parameter, do something like Layer1.LayerNumber? Actually I think this might be the way forward.

    It would be really nice to have layers in the "objects with expressions" dialogue.

  • Its just crashed again - only lasted 5 minutes.

    This time it was when I did "clone object type" 4 times in a row on the same object, on the fourth paste it crashed.

    Ive just opened a previous version, tried the same thing again, and doesn't crash (cant reproduce).

  • Ashley, agreed - ill try harder to reproduce on 103. I have recently updated to the absolute latest drive from nvidia dated 18/8/12 (dd/mm/yy). Its a quadro 2000M certified for photoshop, autocad etc.

    The anchor problem in crop mode in 103 is also an issue for us - if that cant be fixed in the next 2 weeks, we will have to revert to launch the games. R99 was very stable, would this be a better fallback?

  • Is it me, or is the "make invisible in editor" option gone from 103? Without it you cant see, or directly edit, objects under other objects - you can highlight them with the "object list" thing on the right, but when you right click on a single instance to edit animations etc in the layout window, you get the top most object. Obvoisly we can move the top objects out of the way, or send objects to the back, but to make groups invisible was handy.

    We avoid the use of layers as far as possible, as when you add or remove a layer, you have to go through all the event sheets editing by hand anything which referenced a layer number as they all change. A great enhancement for a future version would be for the actions to access layers by name or internal ID, not by the order number which changes all the time.

  • 103 is crashing frequently now, more so than any other release unfortunately (every 15 minutes or so, which is the minimum time you can set the autosave)

    Anyone else having similar issues, or just me?

    It seems to be doing it at random times on fairly simple projects. E.g. once happened when I set the visibility flag on a group of sprites, but I cant reproduce.

    If it crashes one more time, ill revert back to 95, but this means Ill have to start all my current projects from scratch unless someone knows how to get a 103 project to open in 95? Im hoping I can modify the capx files as I'm not using any new features. Any one done this?

    Thanks.

  • I think you should load levels only when they complete the prev one. Not sure how you do this in C2 though.

  • Its quite easy to get rid of the address bars in iphone. You just need to edit the export-fs.html template, use window.scrollTo(1, 0) and set the window height to an extra 60 px. Works a treat. The same strategy will work to give full screen for Android, but I haven't done it yet as am too busy with iphone versions for now. Android is a bit trickier, as there are different heights of address bar.

    If you use an app on iphone, you have to pay apple 30% of cost don't forget, and go through the pain of acceptance.

  • I would not even think about supporting ipad 3 native resolution - just go with ipad 2 res (1024x768) and switch off the retina display mode in the project settings. The ipad will automatically upscale the result, and most players would not be able to tell the difference - it looks good.

    Your PC would noteven be able to handle ipad3 resolution, unless you own a macbook pro with retina display, or stack 2x 30" displays as I have.

  • Ive been using all the releases for the last 2 months, and today is the first time its crashed for no apparent reason, losing about 6 hours of hard work. I am shocked that there is no auto backup feature to protect users, like there is in word for example. If that crashes, it opens right up with the version you were more or less just editing.

    I had setup 1 hour backups in the preferences to dropbox with the first version I installed (95). To my horror, I see that these have not carried through tot he current version - my backup folder slots are all empty - no backups.

    Let this be a lesson to self - save every few minutes hitting the save button.

    As I keep all my projects in dropbox anyway, ive just setup location 1 in the backup preferences to be on my local D drive,and set the frequency to be 15 minutes. if there was an option for 5 minutes, I would chose that. This will be my crash emergency recovery

    C2 developers, please consider adding something like this by default, even if its to save one backup every 15 minutes in the same directory as the project.

  • With crop mode, if you want to anchor a sprite to say the top and have it centered, you set the "left edge" to "window left" and "right edge" to "window right".

    Heres a one sprite capx:

    https://www.dropbox.com/s/bh6pinkzyr3c6s2/broken_anchor_103.capx

    Except in 103 it doesn't seem to work in FF and IE - as you resize the window, the left edge jumps around and is generally too far left, and sometimes the entire sprite disappears (and then its gone until you refresh the page), and sometimes it wraps, and sometimes it even produce two half height sprites!

    Id seems pretty broken - or I'm doing something pretty stupid!

    I also tried it with webgl switched off - didn't help. Ive even updated my graphics driver to one issued about 2 weeks ago from nvidia.

    Some screen shots (the box should be centered on the screen with the same gap on the left and right hand sides.

    https://www.dropbox.com/s/9jdehk5yu9jsd06/anchor1.PNG

    https://www.dropbox.com/s/hduoucz5yzbgnya/anchor2.PNG

  • Yes, I think C2 is great, and should stick to its unique point and click interface and not introduce any programming/scripting languages. I also know the to do list must be full of great ideas and requirements.

    I'm thinking that user defined events could but added like families were: to make the existing graphical point and click interface even more powerful with no extra learning curve. It may even be possible to share event sheets across projects at some point, assuming that objects are reference by names and you keep the same object names in both projects.

    I might even check out the function plugin!

    Long live C2!

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  • That depends on which way you can scroll. If say you want to support the ipad in landscape mode, and you can drive "up" the screen, then you could have a background which is 1024 wide (the width of the ipad2), and as long as you like (depends how far you want to drive!) Check out the spaceblaster example projects in the c2 install dir. By coincidence, it has a background size of 1024x5120. I think this wraps round, so you don't go off the top.

  • C2 is awesome, but coming from actionscript events based programming with large teams of developers, I find that these are my biggest challenges:

    1) no user defined events.

    E.g. there are about 20 places I want to say end the game for various different reasons and do a load of house keeping and display stuff, i.e.I want to raise an event called "gameEnded" with some parameters, and have one event handler defined. Importing event sheets goes part way to solving this, but is more like a "goto". Also, the concept of change listeners would be nice, so if say the score changed, this could trigger some actions.

    2) no way to re-use code. I re-type a lot of code in a lot of games which are all similar to each other. This is a bit of a maintenance nightmare - when I change the common "library" code, I will have to edit 30+ games, and retest them all in case I made the C2 equivalent of a typo. You dont seem to be able to cut and paste actions between projects, even if you call the objects the same names. I experimented with manually editing the event sheets in notepad++, but kept crashing C2 (not surprisingly).

    There is a function plugin someone wrote, but as a general rule we don't touch plugins if they are not part of the supported C2 product so may end up not being maintained, bug fixed or working with a release.

  • BrianOD

    WE use 1024x1024 for our backgrounds, as this is the max resolution of the ipad 1 & 2 and 3 with retina turned off (which is why we export the project into two separate versions - one for ipad 1&2 and one for ipad 3 as you cant turn off retina display at runtime).   An easier option for you might be to scale the game up for ipad 3, and keep retina display option on. This is because detecting the difference between ipad 2 and 3 requires javascript (cant be done using useragent).

    Scaled versions of the game look good, and surprisingly don't seem to impact performance.

    There are android tablets out there with greater than 1024, we currently dont support these as we dont have time to test them.

    Android is your biggest nightmare - stick to iphone and ipad to start with (but dont expect it to run in iphone3 - its shockingly slow - we get 1FPS compared to 200 on ipad 3). Unfortunately, you need javascript to detect the iphone 3 (not 3gs) to put up a "not supported" page.

    Actually - just had an idea - it might be possible to write a quick speed test in C2 when the app starts up (e.g. move a sprite with some effects), and if it gets less than say 10 fps then put up an unsupported message.