PabloDev's Forum Posts

  • I can't do that test, it's crazy in my case.

    If there is no other way to prove this error is handled well, then ... I don't know what I will do.

  • PabloDev I may have missed something, so this may be a silly answer... by 10 connections do u mean 10 players? So you can just use 10 browser windows not 10 PCs?

    Yes, I mean 10 instances of the game running.

    The free version of photon supports up to 10 connections.

    My game is 1 vs 1.

    So, I think to cause this error I will need to run 11 windows.

  • PabloDev

    No. Use Photon 'On Error' event instead.

    'On disconnect' and 'On state change' events also may be useful sometimes.

    Thanks for the help.

    I think this cannot be tested because it would need 10 connections to cause the error, and I only have 2 PCs.

    OK

    Good to know this works for someone else. When I triggered the crash, I never had to click around in the image points though. Maybe because I always have the image points menu open already(?)

    But yes, this getting fixed would leave C2 in a better state. I hope this can help to finally pin down some sort of cause.

    It is true, you just have to have the window of the image points open and navigate between the animation frames, It is not necessary to navigate in the image points.

    I have updated video and link of the test project so that anyone can try it.

    I was able to reproduce it

    In this video you can see it.

    1 - Open sprite editor of the test project

    2 - open image points window

    3 - select between the animation frames

    4 - close sprite editor

    5 - press alt + tab and change window

    6 - wait 5 seconds

    7 - C2 closes

    youtu.be/bCNFJW9GQTs

    test project

    dropbox.com/s/mhhtlrehccihd4e/crashC2.capx

    Version 277 64

    With this bug fixed C2 will die in peace.

  • This is another example of someone who posted it on the forum before.

    dropbox.com/s/du3bstbxosdyf5m/proyectilDirigidoConAngulo.capx

  • PabloDev

    > So will any connection attempt fail or will the plugin just keep looking for a game until another player leaves?

    >

    > That is, what should I show on the screen if this occurs?

    >

    > A - Should I not show anything and just continue with the message "looking for a game"? -> the plugin will keep looking for a game.

    >

    > B - Should I display a "server is full, please try again later" message? -> the plugin is automatically disconnected when the limit has been exceeded.

    The plugin does not retry to connect automatically. It only calls error callback. Of course you can implement automatic reconnection in the error handler.

    Since you can't distinguish "server full" from other errors, it does not make sense to notify user about that. More generic message like in A) may be more appropriate.

    Is this event valid to catch the error?

  • PabloDev

    If ccu limit is reached, new clients will be refused to connect. Unfortunately, the server does not send any specific error in such case.

    So will any connection attempt fail or will the plugin just keep looking for a game until another player leaves?

    That is, what should I show on the screen if this occurs?

    A - Should I not show anything and just continue with the message "looking for a game"? -> the plugin will keep looking for a game.

    B - Should I display a "server is full, please try again later" message? -> the plugin is automatically disconnected when the limit has been exceeded.

  • > The percentage of MacOS users on steam is so low ... in my opinion it's not worth publishing a MacOS version and taking the trouble.

    Who's talking about Steam ? NWJS is not only steam oriented, it concerns anybody wishing to distribute apps on Mac, Linux and Windows.

    And even if the user base is low, this thread helped me a lot in the early days of building desktop apps, that's why I want to contribute in any way possible.

    Well ... I'm talking about Steam myself.

    Your motives seem good to me.

    I only said my opinion about publishing a version of a macOS game on Steam.

  • The percentage of MacOS users on steam is so low ... in my opinion it's not worth publishing a MacOS version and taking the trouble.

    But of course thanks for the information, it sure works for many users.

  • I agree with Jase00.

    I love C2 but that risk that C3 involves with its files and subscription system I just prefer not to use it or start any project with C3.

    I have Music 2000 for PC, it appeared in 2000 and today I can still run it on win10 and play my songs or use and edit them for anything. And when it is not possible, I will use a virtual machine.

    I already assumed it, C2 / 3 are very good, but the subscription is not for me. Today I am still using C2 for my last project. The offer of available engines is not exactly scarce !.

  • Hello, until now I use the free edition, I would like to know when the server is full.

    How can I know when the server no longer accepts games?

  • Attach a project demonstrating the problem

    dropbox.com/s/33ye0688xskjb2w/salto.wav

    The program freezes when you try to import an 8-bit wav file. I know C2 cannot import 8 bit wav files but there must be a fancier answer than freezing to C2.

    The steps to follow to reproduce the problem in the project: Try to import this 8 bit wav file.

    What you expected to happen: C2 should run a window warning that it will not import 8-bit wav files.

    What you observed happening instead: C2 stops and cannot be controlled again. If you did not save your work before, then you will lose your changes since the last save.

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    276

    In my case the error continues, I simply opened the graph editor, imported a 48x48 graph, changed its control point 0.

    I closed the graphics editor, saved the job in case of a crash.

    The crash occurred.

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