valkyriegames's Forum Posts

  • Hey guys,

    Sorry to post this here out of no where, but I've been trying to access hbgames.org but it seems to be down at the moment, and I can't find information about it anywhere else. I haven't been there for a while, and I was hoping some of the hbgames.org members from here knows what's happening. Is this downtime is temporary or permanent? :S

    Thanks!

    Dengke / ValkyrieGames

  • Hi guys,

    I've been away from the forums for a while now and I see that there were some major new changes in construct2 which now allows publishing of games to iOS, Android etc. I was wondering how does this work? I see a mention of CocoonJS and I hear it's like PhoneGap. So essentially, for the HTML5 apps it's still HTML5, but hardware accelerated? So no native publishing? Will native publishing be considered in the future or just HTML5?

    Also, does anyone know how sufficient the 5-10x speed boost is for the apps? I remember publishing with PhoneGap a little while ago (no acceleration) and the simplest games with some retinal display quality graphics, and some movement would lag badly.

    Thanks for your help, I'm excited about all the new features that Scirra has been pushing out while I've been away!

    Cheers,

    Dengke / ValkyrieGames

  • Hi CodeMasterMike, I hadn't touched the project for a while so I thought the problem might have been caused by a change in construct. I think I only had one plugin (DebugPanel) enabled for this project but it wasn't called anywhere. Thanks for the advice though, I'll keep it in mind for other cases!

    Thanks for the help Ashley! I thought I'd updated to the latest revision but it's apparent I had not! Everything works perfectly again.

    Cheers! :D

  • Hi there,

    I have a game that was working before but which has stopped working completely after r96. That is to say nothing nothing shows up in the game container. If you change to a different tab in chrome and change back, an assertion error is thrown saying there is no active layout on tick().

    I have attached the capx.

    Could this be a bug, and is there any way I can fix it?

    Thanks for your help!

  • Yeah I'd love to try these capx files out as I want to do the same thing with the drag and throw. Anyone have a working capx using the default construct 2 plugins?

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  • Oh wow that's something I didn't know. Thanks ramones that's really helpful. That solves the mystery! I guess I didn't know all the underlying implementation details. Thanks for that! It wasn't a bug after all. Cheers!

  • Ashley Thanks for taking your time to help me, it really is much appreciated! I completely forgot about the bound to layout behaviour so that helps heaps, but in relation to the .capx, as it is it actually doesn't work correctly. The bug can only be seen when you create a few instances of the object. Load the .capx and then click on the page about 10 times to create some instances. Then wait and watch. Eventually a few of the units will move off screen when they shouldn't. I read through the How Events Work sections carefully and it explains the way that events work in the way that I expected them to (edit: although by bad habit I use the explicit "for each" events on and off). Perhaps it is a bug?

    Thanks for your help once again!

  • Thanks for the suggestion Joannesalfa! Although using a dictionary to perform this task seems a little heavy handed. And I do like grouping things together in their respective objects/event sheets.

    Ashley Thanks for the tip, that works! I've never tried it before because of the warning it gives and the subsequent deletion of events. Any suggestion about the change from a global var to an object var though? Any chance that a simple way will be added in the future?

    Cheers!

  • Hi there,

    When I code I have this tendency to have to move global variables around (for example from one event sheet to another, or to an object's instance variable), however it's a hassle to do so for me because Construct 2's consistency checker gets in the way (I can't simply delete the declaration of the variable and let the compiler show me the parts I have to change as I would in a programming language, furthermore deleting the declaration is not an option because it removes all uses of the variable). Is there a replace variable functionality implemented anywhere in Construct 2 that I could use to ease the process along?

    Thanks for your help!

  • Hi again Ashley, Kyatric,

    Upon further testing, bounds checking to make sure the units don't fall off the sides of the screens don't seem to work. I'll attach the new capx at the bottom of this post once again. It appears that construct thinks I keep referring only to the original unit again (I commented out the "for each" on line 2 as Kyatric suggested). Also both commenting out and commenting in the explicit "for each" on line 5 doesn't seem to work.

    Download the new capx here!

    Any suggestions?

    Thanks again!

  • Hi Kyatric. Thanks for that! That helps heaps. But I don't quite understand why an explicit "for each" on line 2 would affect the logic in line 5 since it's on the same level, or why we should avoid an explicit "for each" if there already is an implicit "for each". Perhaps it's just a little inconsistency with construct 2, but certainly confusing! Thanks Kyatric!

    Oh one question though: Is the implicit "for each" always there? If so, why is there an explicit "for each" in construct 2? Thanks!

  • Kyatric Okay I've reproduced the issue now with very little events. The capx is linked below. Thanks for coming to help, and the tip. Cheers!

    Download the capx here! Ashley

    Edit: Btw to spawn another instance of the object to see the bug, just click on the screen. Cheers!

  • Hi Ashley,

    I'm hesitant to link the capx, but I can send it to you via email. Is there an email I can send it to?

    Cheers!

  • Hi there,

    I seem to have hit a bug in r92 for the for each loop. My code is as shown below:

    <img src="http://valkyriegames.net/c2bugscreens/youapp_problem.png" border="0" />

    From the code I would have expected if I spawned another instance of the GiverUnit object that the new object would also move. This is not the case. Only the original object that was on the screen (the first object is not spawned with a system.spawn()).

    It appears that the line of code with GiverUnit.SetX is only setting the X for the original object.

    Any help would be much appreciated.

    Cheers,

    Dengke

  • rexrainbow Great thanks for the pointer rex! That looks really handy too. Cheers!