seac's Forum Posts

  • I am also getting this problem. Chrome suggested it might have to do with an unsupported protocol, prob RC4. Seems like missing scripts might be the actual ccause to me. without the script the website falls back to a html attribute protocol. But that is just a guess on my part.

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  • Method names are minified?

    Wouldn't it be better in ACE call's were not minified?

    It would make dev of behaviors more straight forward. I think the impact to would be minimal to the run time.

  • um... edit time.

    F12 does do anything as far as I can tell within C2 editor.

  • yeah am doing that. Thanks!

  • Actually I have been thinking for a while to create a simple sprite compositor behavior that can be added multiple times to a sprite (or sprite-like) object.

    It would allow you to attack another sprite to the base sprite such that animation, position and other relevant options of the base sprite can be updated in the composite sprites.

    Something like:

    composite behavior action "SetCompositeObject(<objectlistOption>)" - sets the object to update.

    composite behavior action "SyncAnimation(<Yes|No>)" - sets animation syncing.

    composite behavior action "SyncPosition(<Yes|No>)" - sets position syncing.

    composite behavior action "SyncPosition(<Yes|No>)" - sets angle syncing.

    composite behavior action "SyncScale(<Yes|No>)" - sets scale syncing.

    composite behavior action "SyncOnCreate(<Yes|No>)" - sets creation syncing.

    composite behavior action "SyncOnDestroy(<Yes|No>)" - sets creation syncing.

    composite behavior condition "OnChangeAnimation(baseObject, animationName, animationFrame)" - triggered on composite object when the base object animation changes.

    composite behavior condition "OnRedraw(baseObject)" - triggered on composite object on redraw of base object.

    Please give feedback, useful or not? The point is to make it easier to manage layered sprites from the base objects point of view. Similar to "pin" behavior in that respect, but from the other direction and gives a way to better control for composite sprite logic.

  • Just how do I open the chrome debugger for edittime.js files? I thought the C2 editor was a windows app. So it is possible to debug edittime using a debugger?

    Sorry if this is a stupid question but how would I go about doing this?

  • Hi, my name is Eric. I own and operate a small game development studio in Southeast Asia. I wrote my first game in 1978 for synapse software for the atari800/1200. Later I worked for atari corp, EA and many small dev houses.

    I am currently working on a old style multiplayer game with new social network game features. I also have several plugins/behaviors I will be publishing soon.

    Love to hear from you.

    <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hey, are you super busy with your game?

    I don't mean to be an arse but although your plugin concept is great it has a problem that it won't work with mouse plugins.

    Are you going to fix this? If not I figured out the problem a fix. If you not going to bother about it, I will have to create my own ComboBox, ListBox and TypeaheadBox plugin.

    Or I can just share my finding with you, which are... look at the textBox plugin, you will see they have comments and fixes for the mouse issue. You add those lines of code at the OnCreate method and your plugin is fixed. They are all JQuery event listener adds with comments saying they fix the mouse click stealing. I add them to your plugin and it worked.

    Then there is the cosmetic problem of flicker, which can be overcome with a nasty but effective buffering of the mouseover event mouse position. If the mouse is on the same element more then half of the last 10 calls, then accept it as the true mouse position, then hand set the highlighting using css and disable the highlight color.

    I haven't done the hightlight flicker issue yet, but I feel confident it will work. You want my help or you want me to take it over or you don't care?

    Btw, I really admire all your beautiful work and posting on here. A true solder of game development!

  • I would really love to see a trigger behavior that you can add to any object such that you can trigger the object's type triggers for the current object's collection.

    You would select the object (actions) and select the behavior's "Trigger", arguments being "Trigger" (a list of all that object types triggers and fake triggers), then it fire those triggers for each object in the collection when the action was executed.

    Does it make sense? I checked and I can't find such a thing, but the forum is huge, so I may have missed it. Please direct me to such an animal or please make one or tell me some pointers on filtering object types and their triggers to make a list within edit mode.

    Please please please won't you comment to me.

    Thanks in advance.

  • Great plugin by the way. <img src="smileys/smiley32.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" />

    Only one problem and it's sort of a big one at least for me...

    If I add the mouse plugin to the project, the combo box stops responding to any sort of mouse activity.

    I looked through the forum and didn't see anyone else posting this, which is surprising to me. I would think many people would be running into this.

    Ok, I am using Chrome 20.0.1132.57 m, and Construct2 v95.

    I did tests stand alone and in my game. The results are the same if using the mouse plugin.

    I hope you are interested to fix this and I hope it can be fixed. One suggestion if C2 is stealing your mouse clicks is to add 2 actions: namely "openList" and "close List". That will help even if you can get your clicks because people may sometimes want to handle closing of the list themselves. As for selection, that is a more difficult task, unless C2 will also pass you the coordinates in a mouse condition / event.

    Let me know if I can help.

  • I am having the same experience with textbox. Also for the text object, it seems like the fontinfo parser is also slightly broken as well or the result it yields is not usable by the text object. <img src="smileys/smiley19.gif" border="0" align="middle" />

  • It appears then when spawning a Text plugin object instance the image point value is ignored. Shouldn't the new Text anchor to the image point of the spawner object?

  • Please please fix this bug. It is really trying and even with the hack fix of modifying the XML, it is still very tedious.

    <img src="smileys/smiley20.gif" border="0" align="middle" /> Of course the real fix is to make it so you don't have to have at least one instance in a layout to use it!

  • Is really need the ability to remove an object by it's UID. Perhaps a pickby UID condition with a remove action, or perhaps a Remove object by uid(uid).

    Failing that a set visibility or active state by UID.

    Failing that maybe using objects of one type but with multiple frame sets, that way I would be removing a known object type that appeared to be different ones.

    any ideas?

  • cool, but I think this should be a standard plugin, because and foremost the end of batch condition. Actually a similar event / condition should be triggered for loops as well!