Zebbi's Forum Posts

  • Problem Description

    When I am editing a tilemap using the tilemap editor after having previously sleected a tilemap and I press undo (ctl+z) it undoes the tiles painted and undoes the selection of the second tilemap.

    Attach a Capx

    https://www.dropbox.com/s/371yrtvcjtrx4 ... .capx?dl=0

    Description of Capx

    Contains two tilemaps in a layout

    Steps to Reproduce Bug

    • Click on a tilemap in the Projects viewer
    • Click on the other tilemap in the Projects viewer
    • Draw tiles using tilemap editor
    • Press undo
    • Trying to continue painting, C2 has chosen the previously chosen tilemap.

    Observed Result

    The undo undoes both the tiels painted as well as the last selection of the tilemap.

    Expected Result

    The selection of the previous tilemap to be undone with a second undo, not the same undo.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    221

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The bug report requirements state that a .capx is mandatory and explains why that requirement exists.

    Okay, is there a way to report this in a less official way without a capx? Simply because my description of the bug is as much as is needed, I could make a capx with two tilesets and upload that, it would be effectively the same thing.

  • Closing, please follow the bug report guidelines (attach a .capx)

    I didn't think it needed an example as it's a global issue with any project, non-dependent on any particular project.

  • mod.haxor.fi

    I am working full time on threejs/C2 interaction now... but protracker is in my todo list...

    regards

    Looking forward to it!

  • Problem Description

    When I am editing a tilemap using the tilemap editor and I press undo (ctl+z) it changes to a different tilemap.

    Steps to Reproduce Bug

    • Click on a tilemap in the Projects viewer
    • Draw tiles using tilemap editor
    • Press undo
    • Trying to continue painting, C2 has chosen a different tilemap.

    Observed Result

    I presume this to be the tilemap that was in use at some point before I started using the timemap. It may be doing some kind of parallel undo which undo's the recent tilemap editing as well as the chosen tilemap upon beginning work on this one. If I, say, chose a sprite and close the editor, then select the tilemap I am using and undo, it fixes this problem.

    Construct 2 Version ID

    221

  • great conversation folks.

    however tgeorgemihai your are citing some pretty pricey alternatives to C2.. and calling Cocoon IO expensive. it's $120 a year for a very reasonable plan.. higher priority.. 10 simultaneous projects.. yes the logo thing is pricy but like i mentioned before.. if you wanted to debrand unity you're look at $4500 to do it for ios/android..

    To be fair, Caleb, I think alot of people expect C2 to be able to do mobile apps without using an external tool and they consider the $100 they spend on C2 to be enough, it might seem like adding branding after pay for C2 seems a little unexpected.

    I'm with you on that Unity business though, the difference is, Unity is an entire game programming language/SDK/toolkit, whereas cocoon is merely a wrapper for html5. I agree with you in theory though, some people may associate cocoon splash screens as being a branding of an inferior product (if there as no branding, the user wouldn't know what engine was used to make it, whereas anything with a cocoon splash is gonna be html) whereas unity is more a brand name by this point, a selling point if you will, like Nike and Adidas.

    But I do agree, it's not a problem really, I just think most people would expect C2 to do all of this in the box when they pay for C2.

  • Yeah, I agree. I spent a week messing around with XDK and a week messing around cocoon. Here's where I went wrong:

    Don't use non Alphanumeric in your title. I did. This wasted me 6 days.

    If you get an immediate "unfortunately this game has stopped" error, start a new project from scratch following the shatterbox tutorial video. I thought I had done but something went wrong down the line and remaking it again worked.

    And I get solid 60fps where XDK never could.

  • Zebbi setting a higher lag value would help to smooth that out, but there's otherwise no specific way to compensate for small object movements. That said, it's an interesting thought -- I could see the use in dynamically setting lag on a curve based on how far an object has moved.

    So that's something I'll consider for the next version(when or if that happens), but until then you could probably achieve a similar effect with events. I'll see if I can rig something up.

    That would be extremely useful if you could, I'd really appreciate any ideas for events that would simulate this. I've tried a little with not much success!

  • Zebbi MagiCam is certainly doing more work than scrollto, but it's nothing overly complex, and is almost certainly faster than implementing the same features in events, so I wouldn't expect any performance issues.

    That's excellent, just what I was hoping! One other question was, does Magicam have a way stabilising scrolling, essentially? For instance, if the player object was a bit jerky or shaking due to terrain or some other movement related reason, does/could Magicam have a way of ignoring he tiny motions and just smoothing over the scroll?

  • Out of interest, what is the performance of Magicam like in compared to scrollto? It seems great to me, but for use on things like mobile how does it technically compare?

  • How's the final version of protracker plugin coming along?

  • I need help with this as well. The google play plugin is useless without this.

    Edit: Try deleting and re-adding your app from linked apps, that worked for me.

    The built-in GooglePlay plugin is for web games only, I've found, and cranberry's isn't working for me in XDK.

  • I read every bit I can about all of the methods including XDK. I'm mostly interested in performance and ease of export. Cocoon.io has been kicking my ass.

    I'd like to know too.

  • Change of track, is there a working exporter that's as good as xdk or cocoon?

  • I wouldn't recommend to use the scirra "Google Play Games" Plugin on mobile (crosswalk/phonegap exports). You are using the web-facing login that would work anywhere but this is not what users expect on mobile devices. Use the cranberry "game" plugin for that. It is really great and works for ios and android at the same time.

    The cranberry plugin opens the in-app-login to the game service, It looks and feels more integrated. The most important part is that you can just open the "leaderboards" and "achievements" with one command. The scirra plugin just supports you with the data so you will have to build your own lists and views (complex). Both plugins should work on cordova exports though I think.

    Here is a game of mine if you want to see the cranberry "game" plugin in action:

    https://play.google.com/store/apps/deta ... zardattack

    Would you still recommend cranberry? I get "Error: Plugin "cordova-plugin-game" (1.0.114) failed" with XDK and absolutely nobody seems to know what is causing this.