Kan's Recent Forum Activity

  • Problem Description

    When I upload a new version of a game (uploading every single of the game files and replacing the previous ones, even offline.appcache), many of my players still don't get a full update. The game shows an "update in progress..." message (checking if the game's updating through the browser plugin) as well as the current loadingprogress in percents, and it usually stops at some point and never finishes updating. So I told my players to refresh the page when that happens, but I was afraid that would only leave them with the older version of the game to play with. So I made a new dummy application just to test updating, and have tested it on 5 different computers, plus 1 smartphone, which means a great total of 11 browsers (mostly Firefox, but also Safari, Internet Explorer, Chrome, Pale Moon and SeaMonkey), and my game just won't update. I tried refreshing, reloading, I tried uploading 4 different version of the game, and I also tried changing the version number, and even after all of this, the game still plays from the very first version that was loaded into cache, and never updates. This whole process has taken more than an hour now, so I take it as if the cache needed time to clear itself, it would have done it by now.

    My games are hosted on Google Drive.

    Attach a Capx

    I can't really attach a project as it won't change things much since it needs to be uploaded, then changed, then uploaded again.

    Steps to Reproduce Bug

    • Creating a game
    • Uploading it
    • Playing it
    • Changing the game
    • Uploading it again with all of its files
    • Playing it again

    Observed Result

    The game doesn't change after the first time you play, no matter a new version(s) have been uploaded since, or starts updating and is never able to complete the update.

    Expected Result

    The game updates correctly every time a new version is available.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)
    • Safari : (YES)
    • Pale Moon : (YES)
    • SeaMonkey : (YES)

    Operating System and Service Pack

    Windows 7, Mac OS X, Windows XP

    Construct 2 Version ID

    r184 since I had script-minifying issues with r190 and was too short in time in a game creating project to deal with it.

  • So, did you find any way to do it? My games are hosted on Google Drive and it doesn't work either. I tried changing the version number too and the game won't update anyway.

  • Isn't there a way inside Construct? The game is supposed to automatically update itself (which can be monitored using the browser plugin), but for some reason it doesn't always work... It's really sad and annoying when one can't even rely on the official way of doing things.

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  • EDIT (february 3rd, 2015) :

    Super Santa 2014 full edition has been released! And it's now both in French and English!

    On my own website (to play on computer or mobile) : http://oli-jeux.jimdo.com/super-santa-2 ... l-edition/

    On the Scirra Arcade : http://www.scirra.com/arcade/addicting- ... santa-2014

    On Kongregate : http://www.kongregate.com/games/OliCKan ... santa-2014

    On Gamejolt : http://gamejolt.com/games/platformer/su ... 014/45610/

    There is also Facebook and IndieDB, and Im trying to get it to Miniclip and others, but that's enough links for here. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    The game was originally an advent calendar game, in which a level would unlock every day in december 2014 (see older post below). This is an updated version, in which you simply unlock levels by beating the previous levels, like in any good Mario Bros.

    And... I am aware Christmas time's behind us. Still, enjoy. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    OLD POST (november 31st, 2014) :

    Hey there!

    My advent calendar game Super Santa 2014 will start tomorrow (or today, depending where you live)! A level will be unlocked every day from december 1st to december 25th. The game's been designed to work with smartphones, tablets and computers, and you can play online :

    http://oli-jeux.jimdo.com/calendrier-de ... anta-2014/

    All texts and instructions are in french though, as my expected audience is french-speaking. But it's a platformer, and the controls are shown on-screen so... if non-french-speakers wanna try, I'm sure they'll get the hang of it within a few minutes.

    Make sure your browser doesn't block scripts from the game, as it checks the date and time from an external server. If it keeps loading for ever, that means your browser is blocking it.

    This is the first game I release that's been made using Construct 2, and the second project I am working on with C2 (I have been using Construct Classic for years though). I think I'm getting the hang of it now. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    I also made all images and sounds myself, except for the music that's an extract from a public domain song.

    This said, I designed it all in the course of the last few weeks, and am still working on the levels (since they will be unlocked throughout december). Which means I wasn't able to incorporate all of my ideas in the short time I had, and will likely not change things to the game now unless there are actual bugs.

    Enjoy! And have a nice month of december and holiday season!

  • Nope, no answer yet. This is just one of those topics no one seems to fully understand or to want to talk about like there is no way to do it...

  • About setting keyboard controls, you should read about Construct 2's keyboard object : https://www.scirra.com/manual/113/keyboard

    As to the push/pull physics, the physics behavior might be what you are looking for, even though I don't personally know how it works : https://www.scirra.com/manual/98/physics

    There are a few demonstrator games made with it and included in Construct (File > New > select a demo or search with the keyword "physics").

  • I have been facing the same issue before and the only way I found to do it is to use an array. You store all the possible values the random can pick from into an array, and remove a value when it's picked. Then you can reinitilialise the array between rounds or levels so that all values are back into it and can be picked again.

  • Using the resize tool inside the image editor does actually resize the image. But there is not option to keep the proportions, you have to enter both values (the Width and Height) yourself. You can calculate the proportions using a calculator.

  • Thank you very much Fisholith. I admit I was a bit silly, I hadn't even properly checked my own event altering the Y vector. I had tried all variations of line 2 (in touch, touching, on touch, on touch start, etc.), but it was mainly line 5 that was ruining it all.

    Now everything's working fine! Let's see if I can make the other on-screen arrows work too.

    Thanks again!

    (And I still don't know how to close a topic)

  • Hey there,

    When I simulate the jump control from the platform behaviour, it won't act like the actual control. In this very case, the player can jump pressing the keyboard's up arrow (which is the default platform behaviour's control), or alternatively touch/click an on-screen upward arrow (which will simulate the platform behaviour's control). The issue is you can control the jump's height with the default control but not with the simulated control. I'm attaching a .capx to show what happens.

    Is there any way to fix this without having to alter the Y vector or jump strenght or gravity or whatever other value only when using the simulated control? It'd be really neat to just have a working simulated control that does exactly the same as the default control.

    Thanks in advance if someone can help me with this one.

  • But if in the end people soon won't be able to play games fullscreen, I have to take that in mind when designing them. Thanks for the info.

  • I heard there are retrocompatibility issues the moment you upgrade to iOS 7 (the kind of things a company does to keep you dependant, so I heard), hence why a couple people around me won't upgrade. That isn't my phone anyway, I'm only testing on it.

    Does the black bar issue disappear when you get iOS 7 ? Or are you stuck with an address bar that prevents you from playing games in fullscreen anyway?

Kan's avatar

Kan

Member since 2 Nov, 2009

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