Toby R's Forum Posts

  • > megatronx

    > Rable

    >

    > I use Toby's preloader plugin which makes it easy to preload what you need and get rid of that initial jank forever <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    >

    > https://www.scirra.com/store/construct2 ... oader-3620

    >

    20$ for something you can do in few events... don't think so.

    For several years there were tens (maybe hundread+?) of threads in regards of initial layout lag, layout preloading, layout preloading progress both in percentage and progressbar, etc... and all of them ended without a reply or with something like "it's not possible in C2".

    After a long and deep investigation of C2 engine source code I finally managed to make a plugin which allows you to easily do all the mentioned things and solve the frustrating related issues.

    If all what's possible with MM_Preloader is doable with "few events" then it would mean that I lack some serious piece of knowledge about C2 and wasted a lot of time making this plugin <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">.

    But I seriously doubt that and instead I think that you shinkan do not fully understand what MM_Preloader is and what it can do.

    I know it's not MM_Preloader's thread but let me just briefly say that MM_Preloader can preload (load into memory) graphic assets of specified layout with a single action. It scans the layout and goes through the layout initial objects list which is NOT possible with C2 events. It can load for instance 500 (or more) objects with a single action which is NOT possible with C2 events. It can also preload in the lazy way (with specified delay) and has some other features like preloading the C2 engine (which is possible with C2 events, but that's just an extra addition to the plugin, still much more comfortable with MM_Preloader than C2 events).

    If you have any questions please do not hesitate to contact me directly or in proper thread in regards of MM_Preloader. I'm very keen to provide any info and answer any questions.

  • Just to clarify... I confirm that rexrainbow plugins DO NOT cause this error. It was the AirConsole plugin and author fixed it already.

    I just pasted examples of official and Rex plugin using "cf_deprecated" flag alone as IMO it is an issue. Not like a crucial one but still "cf_deprecated" alone will behave differently than combined with "cf_trigger" which may cause unexpected behavior (issues with backward compatibility). So I just pinged Rex, as I believe he'd like to fix it in his plugins (I would).

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  • mallorcaredes if you have the AirConsole plugin installed then please update to the newest version, I talked to the author and he already made a fix.

  • The lag of initial sprites loading is a common problem (especially on mobile devices). I made the MM_Preloader plugin to get rid of this lag . The plugin isn't free, yet it's an answer for such issues.

    Destroying the Sprite object does not release its image from the memory. So you can either toggle the visibility of instance of your sprites or create/destroy the instances. In both cases the memory use remains the same.

  • Globals 2.0 is now also available for C3 .

  • MM_Preloader v1.4 is now available to download both for C2 and C3.

  • Level — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-behaviours/level-3776

    <h3>What you buy here?</h3><div class="deshr"></div>

    • Level behavior for C2/C3.
    • Example capx

    <h3>What is Level behavior?</h3><div class="deshr"></div><p>It's a ready to use RPG-like level system based on experience points. Just add behavior to a character and then add or remove a particular amount of experience points. Behavior will automatically calculate total experience points, current level, notify on level up, etc.</p><h3>Features</h3><div class="deshr"></div>

    • Suitable for any game that includes character(s) with level up ability,
    • Very easy to use
    • Customizable experience scaling mode
    • Two built-in experience scaling modes: Progressive and Constant
    • Ability to set Max level
    • Ability to allow or disallow deleveling
    • JSON import/export

    <h3>Warranty</h3><div class="deshr"></div><p>This plugin does not rely on any third party libraries so it will never get outdated or broken. It does not use any DOM features so it will work on any platform and with any wrapper.</p><p>I'm a full time programmer, in case of encountering any issues, please send me an email, I'll fix it ASAP!</p>

    Use this topic to leave comments, ask questions and talk about Level

  • I went through all the plugins and there is none in my setup with ef_deprecated alone any more. Still I see the error and the only suspicious thing I see is cf_deprecated as I mentioned above.

    I understand that af_deprecated on its own is acceptable as actions do not have various flags. But could you explain why cf_deprecated alone is valid?

    If the condition was a cf_trigger once and then it got changed to cf_deprecated, then I guess the engine doesn't really know how to treat it - cf_none or cf_trigger? One will run the condition everytick (if true) other just when triggered so this is a huge difference that may break old project using deprecated conditions.

  • Great, I'm glad you managed to find and fix the issue. I would love to give it a try too but still no v1.4 on the store..

    I know :/. I have no idea why it takes so long. I already wrote an email to Scirra support. Hope they'll approve the files soon. Sorry for the delay, nothing much I can do except "rushing" Scirra guys withan email.

  • Alright so now it triggers for me even when I try to add any object (double click on the layout canvas) to an empty project. I guess that's the time it grabs some details from edittime.js's Ashley?

    I searched through files for "deprecated" word and I see quite a lot of plugins using deprecated flag alone like some of rexrainbow plugins

    BUT it's not only third-party plugins, official plugins have it as well e.g.

    I am now very confused. I agree that the error message should pop up because there is an issue (deprecated flag should not be alone).

    1. Why previous versions did not complain?

    2. Why there's so few people seeing this issue (I know only one more person who has the same error message)

  • megatronx

    I've reposted cleaned version here

  • I'm just reposting SpriteFont+ by thechriskent plugin here (it's not my plugin).

    Original thread:

    An author of this plugin is no longer part of Construct Community and the JS code had unnecessary console.log line (read more here) so I disabled this line and reposting the plugin here as requested in the original thread.

    I could have posted it in the original thread but it would eventually got lost among a lot of future pages, so I decided to make a new thread instead.

    Download: SpriteFont+ (cleaned)

    EDIT: Download link moved to ForConstruct.com servers.

  • Figured out that one of third party plugins had "ef_deprecated" without any return type declared and this was causing the issue.

    I already contacted the author of the plugin so he will make a fix for others soon I'm sure.

    It's good that C2 rised this error, but not good that previous C2 versions didn't so I think it's something you may want to check Ashley

  • Problem Description

    Error occurs at the start of C2.

    ---------------------------
    Construct 2 Check failure
    ---------------------------
    Check failure!  This is probably a bug:
    
    ACE table: expression does not specify one return flag - did you specify more than one, or forget it entirely?
    
    Condition: return_flags == 1
    File: c:\c2\source\exporters\html5\..\..\common\ERAHelpers.h
    Line: 285
    Function: void __cdecl era::ACETable::AddExpression(int,int,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,void (__cdecl *)(const class era::StaticResult **,int,class era::StaticEvaluation *))
    Build: release 246 (64-bit) checked
    Component: HTML5 exporter
    (Last Win32 error: 0)
    
    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way.  Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports!  Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.
    ---------------------------
    Abort   Retry   Ignore   
    ---------------------------
    [/code:1vwtn2am]
        
    [b]Attach a Capx[/b]
    not related
        
    [b]Description of Capx[/b]
    not related
    
    [b]Steps to Reproduce Bug[/b]
    [ul]
        [li] run C2 after updating from r245[/li][/ul]
        
    [b]Observed Result[/b]
    Error occurs.
        
    [b]Expected Result[/b]
    No errors.
        
    [b]Affected Browsers[/b]
    not related
        
    [b]Operating System and Service Pack[/b]
    Win10
        
    [b]Construct 2 Version ID[/b]
    r246
    
    [b]Additional info[/b]
    [ul]
    	[li]Everything with the exact same plugin set worked well for 245.[/li]
    	[li]Such issue was already in the past like 10 releases ago (can't remember the exact number). The next release fixed it.[/li]
    	[li]C2 starts when I hit "Retry".[/li]
    [/ul]
  • Hi CrK,

    I've investigated the capx from the JS level step by step and indeed there was an issue in detecting if an object was already preloaded or not in certain cases.

    I've already submitted a fixed version (v1.4) to the Scirra Store. I expect the files to be approved and available to download by tomorrow.

    Please give it a try with new version tomorrow and if you'll find any other issues just let me know.

    Thanks a lot for reporting this one!