Pigpud's Forum Posts

  • Dang that's what I feared. Thanks!

  • When I resized a tilemap, exited out of the tilemap editor and hit the undo button and the "Oops something went wrong" error message popped up displaying this info:

    Error report information

    Type: unhandled exception

    File: editor.construct.net/r407/main.js, line 1084, col 505

    Message: Uncaught RangeError: Invalid array length

    Stack: RangeError: Invalid array length at Array.push () at bp.EWb (https://editor.construct.net/r407/main.js:1084:505) at bp.trb (https://editor.construct.net/r407/main.js:1085:86) at cWb (https://editor.construct.net/r407/plugins/allEditorPlugins.js:48:65) at editor.construct.net/r407/plugins/allEditorPlugins.js:357:437 at $v.rp.d9c (https://editor.construct.net/r407/projectResources.js:950:76) at m2b.Instance.Jg (https://editor.construct.net/r407/plugins/allEditorPlugins.js:357:236) at d.Jg (https://editor.construct.net/r407/projectResources.js:894:373) at d.Jg (https://editor.construct.net/r407/projectResources.js:1461:315) at d.Jg (https://editor.construct.net/r407/projectResources.js:1415:3)

    Construct version: r407

    URL: editor.construct.net

    Date: Sat Sep 21 2024 14:09:44 GMT-0500 (Central Daylight Time)

    Uptime: 1037 s

    Platform information

    Product: Construct 3 r407 (stable)

    Browser: Chrome 129.0.6668.58

    Browser engine: Chromium

    Context: browser

    Operating system: Windows 11

    Device type: desktop

    Device pixel ratio: 1.25

    Logical CPU cores: 16

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/129.0.0.0 Safari/537.36

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: no

    Supports highp precision: yes

    Vendor: Google Inc. (AMD)

    Renderer: ANGLE (AMD, AMD Radeon(TM) Graphics (0x00001638) Direct3D11 vs_5_0 ps_5_0, D3D11)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_clip_control, EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_conservative_depth, EXT_depth_clamp, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_polygon_offset_clamp, EXT_render_snorm, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_mirror_clamp_to_edge, EXT_texture_norm16, KHR_parallel_shader_compile, NV_shader_noperspective_interpolation, OES_draw_buffers_indexed, OES_sample_variables, OES_shader_multisample_interpolation, OES_texture_float_linear, OVR_multiview2, WEBGL_blend_func_extended, WEBGL_clip_cull_distance, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, WEBGL_polygon_mode, WEBGL_provoking_vertex, WEBGL_stencil_texturing

    Now whenever I try to open the project this message pops up when the project is finished loading.

    I also unsuccessfully tried to replicate this issue with one of the example projects.

    Thank you for any help!

  • You might want to post a link to the game...

  • Gillis Whoa!! The art is amazing!

  • Cool game! Congrats!

  • Thanks for the response Igortyhon!

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  • Is it included in the exported game?

    If it is, is there any downside to keeping it in the game?

    And just for clarification, I'm not talking about disabled groups.

    Thanks in advance!

    Tagged:

  • Also i think the debugger itself can contribute to a high CPU usage.

    I actually found this to be the case in a CPU issue I had a while ago. jackpodon It can be handy to make your own CPU monitor separate from the debugger as described in the construct manual...

    https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips

  • tkyakow

    Wow!! Art and animations look great!

  • Wow! Art is amazing!

  • Bump.

  • Double click the individual tile in the tilmap bar.

  • I've been using the Save and Load actions for saving and loading the player's progress in my game. I'm going to export it to NW.js so when the player downloads the game from Itch.io it will run like a desktop game. Now Here are my questions:

    1. When I update the game from Itch, will the downloaded versions of the game be updated? If not will the player have to redownload the game in order to play the latest version?

    2. How do the browser actions "on update found" and "on update ready" work with downloaded games from Itch? Will the game use those actions if I've updated the game?

    3. Will saves loaded from the last version of the game include the content added from the latest update of the game?

    4. If question No. 3 is no, then how do I let the player update the game and still be able to play their last save with the updated content?

    Now by this point in development I'm painfully aware of how I should have used Local Storage and the Dictionary object for saving data, but I'm hoping the I can make do instead of totally redoing my save system which uses the "Save" and "Load" actions. So the worst case scenario that I can think of is that when I update the game the player will have to restart their progress in order to play with the updated content and overwrite their old save with the updated version.

    I'm sorry if some of these questions are not very clear. I've only been working on the "game" part of development, so the whole "releasing your game" aspect is going to be a whole new learning experience for me since this will be my first released game.

    Thanks for your time!

  • Well yes, but I thought that this would give me control over when sounds are played at certain parts of a track. I'm guessing I could use a variable and track the playing track and use it's value to play a sound but in the long run it probably would be easier just to fix the loop...

    Thanks for the reply Loinz!

  • So I have a background track that loops continually. The track doesn't loop very smoothly so I would like to play a sound around one or two seconds before the track ends to smooth the loop out. What would be the best way to do this?

    Thanks!

    Tagged: