vagaev's Forum Posts

  • I have few questions about that dudes.

    1) I've noticed that audio files are attached to the project, i don't like that so much. Was this fixed? For instance if i'm programming from sratch i can freely move and change what's in audio folder. Seems that in c2 when i send the the file to a friend and he opens it he gets errors about missing sounds. And those errors don't get fixed, they appear regulary.

    2) If the audio file was not imported but just dragged in the audio folder it wont play in c2, and i can't use it. Was it fixed? I would like to be able to manage my audio files like I want and not be forced to reimport all the stuff.

    3) If I want to use my game on ios only that means i don't need to have 3 times the same audio file? (wav, mp4, ogg..) If i want to use for mobiles only which files i have to delete (to have less space occupied)

    Thanks

  • Nice work here.

    All the best

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  • Which type of game it is?

  • Problem Description

    Export the project of your choice (a demo project for instance) with node webkit.

    Open it on mac os. Enjoy the mega lag.

    PS: i've used BatChMod (chmod command automation) because i had permissions problems. But i'm sure it's not a problem of Chmod command.

    Attach a Capx

    Just export what you want that uses player inputs.

    Description of Capx

    Player input is delayed about 3-4 seconds.

    Steps to Reproduce Bug

      Said in the description

    Observed Result

    Lag when you input something.

    Expected Result

    No lag when you input something.

    Affected Browsers

      It's node webkit on mac os.

    Operating System and Service Pack

    Mac Os 10.9.3

    Construct 2 Version ID

    Beta 174

  • Very nice.

    How did you make them move perectly square? when i'm using pathfinding even with disabled diagonals it's kinda round the edges when approaching.

  • Thank you Minor

    I can't believe that' it didn't work because i've put box overlapping with trigger instead of trigger overlapping the box. But that makes sense I guess because you are modifying the trigger properties.

  • CapX has been updated.

    Thanks for the tip blackhornet. I corrected it, but it's not my problem though.

    What i want is that if the block is no longer overlapping the yellow collider then set the collider's inst var to false.

    You can eliminate blocks by holding and clicking on a block

  • Really? Which one?

  • It's very possible with XDK/Crosswalk. Ejecta also fixed its memory handling so it should be possible also.

    How about the performance in XDK?

  • Hello.

    I'm sure it's pretty easy but my head is dead tonight and i can't seem to find a solution.

    If you have an idea that would be nice.

    Basically when you press anywhere you span a box. And there are 4 yellow placeholders.

    If the placeholder is overlapping with the box set its instance variable to true.

    Once you have 4 "true", the game stops.

    For some reason the bool does not come to false when the box is not overlapping the placeholder anymore.

    Capx:

    https://db.tt/JzZzLWDH

    Open in debugger, watch window

  • thank you for the information.

  • Was wondering, if it's even planned.

    Game Closure has it, why not us?

    Considering that most of the money are in the mobile apps and the poor wrappers performance i was wondering how difficult it is to set up a native performance exporter.

    (I think stencyl, unity, unreal engine have this stuff)

  • Hi Guys,

    I was wondering if it is in plans to enhance the debugger and the whole load in browser thing.

    When working on a big project it's not uncommon to have to wait more than 15 seconds each time you reload the game to test and to debug.

    I was wondering if the guys from scirra have considered to make a better project load/debug way. Like only loading stuff that has been changed, or keep in cache the last object and to quickly compare if something was changed and recompile.

    Rather than reloading each time.

    Or even some sort of real time debugging.

  • Haha I have the same bug.

    Well the problem occurs because when you make your tiles move a certain amount of pixels per tick they do not meet your trigger (i haven't checked your capx tho but I assume you have a Y trigger)

    Check here maybe it will help you.

  • Don't know about this. But in one of my projects a when i was setting more than 12 fps for animations the physics behavior kinda lagged.

    Maybe if you upload a capx we can check your problem?