ranma's Forum Posts

  • yes. and if I must, I read the execution return. if you just want to do a simple vibrate and don't need to read the sent back var, you don't have to use the call javascript, you can use browser plugin to go to url "javascript:AppMobi.notification.vibrate();"

  • > also I do remember similar bug in construct classic, kinda like the every X ms precision bug :)

    Sorry, I should have quoted what I was referring to. The every x ms imprecision in CC wasn't a bug.

    we're talking about two differend things :) the one you're talking about I agree it wasn't a bug, but what I meant was the bug that also occured in C2 up until 78. If you made two events:

    every 1000ms do something

    every 50000ms do something different

    the two events should fire in the same frame after 50000ms. the bug was causing the first event to fire quite earlier as it drifted off accuracy every time it was run.

    hope I explained it now :)

    cheers! and back to the topic please :)

  • I played quite a lot with it, where's the problem?

  • it was and still is a bug, on collision events also are run AFTER frame has been drawn, so I think this is larger than it appeared. and the on start of layout bug appears only when it's NOT a first layout. haw this cannot be a bug?

  • I have a couple, may I? :)

    About too many objects - would setting visibility to invisible for objects outside layout speed up the game? something like two events for every object that CAN be placed outside the layout:

    is outside layout? set invisible
    =/= is outside layout? set visible

    BTW, typo in the Performance tips: "Always used Tiled Backgrounds instead of repeating Sprites wherever possible."

    Would fullscreen mode set to crop and manually scaling all your sprites on their creation be faster than fullscreen set to scale?

    I have a call javascript plugin that in

    every 0.1 second -> run javascript function
                      set global variable to read return function

    is this inefficient? I'm using it for accelerometer in appmobi as the touch plugin accelerometer is buggy

    huge thank you in advance to someone that can provide answers to these. cheers!

  • this forum is html, C2 canvas is... well... canvas :) and in the canvas the object should be drawn AFTER its behavior / events are set not BEFORE in every tick. in other way, right now it's like (excuse my pseudo coding)

    // tick start
    canvas.drawThingsOnIt();
    foreach(i in canvas.objects) {
       canvas.objects[i].runBehaviors();
       canvas.objects[i].runEvents();
    }
    // tick end
    

    and it should be like:

    // tick start
    foreach(i in canvas.objects) {
       canvas.objects[i].runBehaviors();
       canvas.objects[i].runEvents();
    }
    canvas.drawThingsOnIt();
    // tick end
    

    hope that helps to explain what I mean. also I do remember similar bug in construct classic, kinda like the every X ms precision bug :)

  • new project, add text box, publish through appmobi for android, run on android, click on text box, try to write something. not much happening.

    capx: mediafire.com

    apk built with appmobi: mediafire.com

  • bug's still here. although I don't think this has to do anything with scaling. now the text box gets focus and the device's keyboard appears, but the text does not show up when writing and the box remains empty. the placeholder does disappear though.

  • not bumping this time, but similar bug occurs (maybe it's the same cause, but please be aware of that) - behaviours also seem to activate after first frame is displayed, best seen with anchor behaviour.

    mediafire.com

    if you make your window thin and tall you can see about one frame full black (loading) one frame white with black box in the middle of the left side (bug) and third and following frames the black box will be positioned to the left bottom (as it's meant to be). this only occurs when NOT in first layout, so it seems that behaviours become active and run their events AFTER first tick and frame is drawn.

    cheers!

  • ...which i'm lacking clearly. sorry for being impatient then :) won't be next time, promise

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  • of course, you're right, but

    "often we're busy, so if there's a short one-line answer" ;)

    if there's not even a one line answer and also this is not corrected in the latest build I can assume that this one was forgotten or simply not seen by devs. that's why I'm bumping. also, don't think I'm being rude, I just wanted this to be seen :) cheers and thanks!

  • bump? still there in r78 :(

  • sorry, didn't know that it works in single layout, so it's got to do with on start of second layout, or subevent with instance variable, here's the capx, take a look please, the "locked" appears briefly though it shouldn't as it gets destroyed on start of second layout:

    mediafire.com

    hope that helps. cheers!

    also, Ashley, can you give eta on next build? I've been waiting really badly for touch / button / text field bug to be cleared out of the way for me, this got me checking the download page at least a 100 times today.

  • what's there to help with, it's a bug :) the sprite should be hidden before first frame is drawn not after, simple as that :) but thanks anyway, cheers!

  • I have an event:

    on start of layout

    + global var something = 1

    === hide some sprite

    and the sprite flashes briefly in the first frame of layout and then disappears.