sirLobito's Forum Posts

  • UPDATE: After some more test, it seems it�s not related to the driver. The problem has appeared again. One thing I�m testing is that it only affects to Chrome, if I preview the project on Firefox particles seem to show everytime.

    Google Chrome: Versi�n 25.0.1349.2 dev-m

    Firefox: 11 (the updates are downloading, too much time wihout opening it, jeje).

  • I am experiencing this too, in my project particles will either show or not, very strange.

    Today, I?ve been making some test around this and other problem I?m suffering since some time ago. I was tired of not seeing the particles (sometimes yes, sometimes no, but mostly not) in my projects and seeing them when I open the capx in another computer.

    I?ve fixed it, or at least, that?s what it seems for now (I gotta make some more tests).

    In my case, the problem was that I was using an AMD (ati) beta drivers, exactly the 12.11. I?ve reinstalled the last stable version of graphical drivers (12.10) and I started to see the particles.

    And that why they call them "beta" xD. What graphic card do you have Crudemik and which drivers are you using?

  • Ey vivekdx, I don�t know the reason of this problem but I was getting a similar (not the same) error when trying to preview a project. Can you try to preview the project disabling webgl from the project properties?

    I don�t think it�s the same or the errors we get are related, but don�t know, it�s a very fast test.

  • Thanks Kyatric for your answer.

    Yes, I detected the editor issue too, but I was not worried about that.

    I�m testing it now on another computer width Windows7 64bit, and (incredible xD) Intel HD graphic and Chrome, and everything seems to work correct here too.

    A problem generated by my home computer? a temporal stupid computer problme? I will try again at home along this week and see if it works as expected or not.

    I did the capx example file because I was having that issue in my big project, so I was worried to see the same effect in a new simple basic file, but it seems it�s something related to yesterday or at least, my computer.

    I�ll post the result once I checked again.

    Thanks!!

  • I think he (@Manarsoft) is talking about something similar (but applied to ojbect) to the sprites�origin quick assigment option: top left, top, top right, left, middle, right, bottom left, bottom, bottom right), and a fast way of doing the same thing with object inside the editor and layout view.

    As far as I know, there is not such option, but, as Kyatric says, you can always set the desired x,y to the object and position it where you want. It�s quite fast, and very exact :).

    I don�t know what it A delphi alignement palette %).

  • Sorry to be me here again.

    I?m having serious issues with particles in this release.

    I?ve uploaded a very simple and basic example here.

    Try to preview it.

    If the particles are visible, go back to construct and simply move them to another position (change x and y), and preview it again. Do the same thing sometimes.

    My result is that the particles ar shown ramdonly, I mean, I not able to see the particles in every preview, allthough everything is practically the same in every try.

    Thx.

    EDIT: I forget it, sorry, the system specs:

    • Ati HD 6990 4GB (tested with 12.10 and 12.11 Beta drivers)
    • Windows 8 64bit
    • Last chrome version
  • I?m here once more, jeje.

    This time, I would like to show you an error related to the combination of mirror state with the sine behaviour (or if it?s correct, at least, something I don?t understand at all).

    In the example, I have two similar objects: the red and the green sprite (yes, I know, they look really cool xD).

    The unique difference between them is that, the green one has an extra sine size behaviour that the red hasn?t. Appart from that, both have a bullet and a horizontal sine behaviour applied.

    The problem comes when I create them coming from right to left, and set them mirrored. The one (green sprite) with the size sine behaviour doesn?t get mirrored, while the red one does.

    Link to the capx.

    I think this bug is not only related to this last release, it?s on the 109 too.

    Thanks for all your help!

    EDIT: I forget it, sorry, the system specs:

    • Ati HD 6990 4GB (tested with 12.10 and 12.11 Beta drivers)
    • Windows 8 64bit
    • Last chrome version
  • Ey there.

    I?m getting a javascript error if I launch the preview with the "Enable WebGL" option disabled. The error says:

    Javascript error! Uncaught TypeError: Cannot read property 'type' of null localhost/layout.js, line 950 (col undefined).

    This is either a bug in Construct 2 or a problem in a third party plugin or behaviour - please report it to the developer!

    Everything goes right it the WebGL option is enabled.

    I?m not using any third party plugin or behaviour.

    Thanks!

    EDIT: I forget it, sorry, the system specs:

    • Ati HD 6990 4GB (tested with 12.10 and 12.11 Beta drivers)
    • Windows 8 64bit
    • Last chrome version
  • 15.72� here, so, the currency it�s correct (not sure about what has to be the amount).

  • Well, time to a new little update in the first topic post :).

  • Loving the gameplay.

  • Wait on next release before you try them, though, there's still some kinks to iron out. A couple bugs.

    That's why it's a beta release ;), but at least for me (and my actual necesities), they are working like a charm :).

    Looking forward how far this feature can go.

  • Ey there

    I�m not sure if this is the best place to create this topic, if it�s not, tell me.

    I only wnated to give thanks (and congrat) to Scirra because the newly introduced functions are veeeeeeeery useful.

    I�ve to reorganize the events and change lots of things, but once that is done, it�s a lot easier to modify things since you have all of them centralized (and not repeated!), so: thanks :).

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  • due to the fact the obfuscator on export will change object names

    That?s totally clarifier, ok, strings as parameters, no prob, thanks :).

  • Well... good and bad news. Let�s start with the bad one:

    • I�m resdesigning lots of things (near everything) internally. I�m having lots of issues, lots of new bugs and some strange behaviours I dind�t expected before. And that�s why the delay of some new screens or some new info.

    The nice part, the good one:

    • I think the result is going to be more consinsents, more easy to continue developing in the future, and finally, I think I�ve the good "pain" effect (one of the main reasons of reordering and changing lots of internal things).

    In the other hand, I continue making some new animations and refining enemy behaviours.

    Oh, and I forgot about it: I�ve done the login system of the future private pre-alpha version :):

    <img src="http://www.egoitzosa.com/x/wildWest/2012_11_09_login.gif" border="0" />