ranma's Recent Forum Activity

  • c2 importer seems to have a problem with small files, add a little bit of silence at the end (probably up to a second time total wav length) and it should be ok.

  • nananananan Batman! :)

    Also, NaN occurs when you try to add strings to numbers, you probably have two variables - one is text one is number and you add them using & or +

    Cast them properly - if you use & make a string(variable); if you use + make a int(variable) or float(variable)

    and as Ashley said, without events we probably won't be able to help you more here :(

  • this might be connected to the file locking bug, when you import multiple frames, c2 locks the files on disk.

  • there is no such thing as a "mouse.-x" ?

    try using 0-mouse.x if it is what you are trying to achieve :)

  • just happened to me. this time, opening project and closing it didn't fix this. also, I opened a project, made a change, clicked the closing "X", it asked me to save changes, I clicked "save" - project was saved, closed, but construct is still open :(

  • Got some info on a previous, closed bug report.

    Image files are still locked when I use the "import frames" feature. When importing single image or sprite strip - files are not locked, only when "import frames" is used.

    hope that helps.

  • I also stumbled upon this one. I discovered that if you load up last open project and then close C2 it closes properly.

    Don't know what causes hickups though, seems like it's random.

  • it's fixed when importing single frames from image editor window, but when using import frames from animation frames editor, construct locks image. not sure if import sprite strip also locks up image files.

  • You will not need to use a power-of-two texture after r100 is released. The power-of-two texture limitation only applies to tiled background, and the bug was Sprite accidentally set the texture to be tiled.

    yes I got that, but since r100 is not yet released, the power of two solution works :)

  • its good if its gonna be fixed but Im willin to bet it was happenin to begin with cause the image loaded wasnt a power of 2 and webgl uses textures not just images

    good call, good bet, 1024x512 look great and sharp (original was 800x480)

  • Oops, you're right - it turns out the WebGL renderer accidentally marks the image as for tiling so does some power-of-two stretching. Should be fixed in the next build.great, thanks. also, I don't know why, but sometimes, at random, it does not seem do this kind of stuff and renders image perfectly. I have no idea, why though. anywai, i believe it doesn't matter anyway if it's going to be fixed.

    thanks again.

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  • http://dl.dropbox.com/u/59009902/load_image_from_url.capx

    if you turn off webgl in project properties, the sprite looks fine, if you turn it on again, it's blurry.

    hope that helps.

    cheers!

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ranma

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