Aindra's Recent Forum Activity

  • Lucid

    I think you may be in wrong place again. :P This is construct 2, and the plugin you spoke of is made for classic.

    Ashley

    It's the gift system, so the array holds list of the NPC and their "like" points for every item ID. It's a concept test so I'm not doing anything big for array, at least, until I decide to do it for real.

    That would be beautiful when you introduce the editor eventually!

  • I played with the 2d arrays and realized how time-consuming task it really is. For an example, when I want to initialize the array, I have to set one element to array and repeat until I'm done. It means opening the array entry window, setting indexes, setting value, closing it, re-opening entry window, so on.

    Now, that won't be bad if I'm working with small initial data but what if I want to do something big, that'll be very time-consuming task. Also, if the event sheet gets long (with multiple array sets), the construct client will be sluggish slow for me to scroll through it.

    I'm wondering if there is an better way to deal with this issue?

    --- if not;

    It would be nice if there are two versions of the array entry windows - individual or table. Like if I open the array, it'll show the individual (same thing you do now) with the option "Change to Table" (like spreadsheet table) so I can enter data more easily and all at once, and it won't take up a lot rows in the sheet. (Though I imagine that might be problematic with 3d arrays, dunno how to visualize that easy for users. But I'm just working with 2d arrays.) Only suggestion.

  • 1. Is Construct 2 capable of converting the string into uppercase or downcase? If yes, how? I've been looking in Construct 2 and can't find them.

    2. Will there be conditional operator support for the strings? I can't get them to work for the text object or text variable. Example:

    A>B ? "Yes" : "No"
  • I can't seem to reproduce this bug report but I did get a log.

    ---------------------------
    Construct 2 Check failure
    ---------------------------
    Check failure!  This is probably a bug:
    
    Cloning deleted object type
    
    Condition: !IsDeleted()
    File: Projects\ObjectType.cpp
    Line: 445
    Function: class std::unique_ptr<class ObjectType,struct
    std::default_delete<class ObjectType> > __thiscall 
    ObjectType::Clone(void) const
    Build: release 47.2 (32-bit) checked
    Component: Construct 2 IDE
    (Last Win32 error: 0)

    I wasn't completely sure what I was doing to receive this report. I remember I was just figuring things; cloning a object, copying/pasting a object, and removing them. I did delete the object under "Object Types" folder then clicked something on the layout and poof, the check failure.

    I tried to reproduce but it works like a peach though.

    OpenGL Information
    Rendering with OpenGL 2.1.0 - Build 8.15.10.2202
    Intel; Mobile(R) 4 Series Express Chipset Family
    (shader language 1.20 - Intel Build 8.15.10.2202)
    
    Window Vista 32-bit
  • Just voted. It's 91 now. :) Good luck!

  • Thanks for the update! I'll be trying it out soon.

    Deadeye, have you consider investing in the walker? It may help you to keep up.

  • I'd like to know how will you do with Fundry? Scrap it or keep it running for additional revenue?

    EDIT: Just want to you know that I won't object to Fundry. I rather like that idea, and certainly won't mind it if you run both as it doesn't really affect the non-paying users in negative way.

  • Little off topic:

    Why do some of you guys strongly dislikes the splash screens? I like to give the credit to everybody that have a hand in the game development and that includes the game engines. So I don't mind the title splash screen personally.

  • No crash, nor check failure! It works fine.

    Shouldn't we be seeing the check failure?

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  • I don't know if I did this right...

    Closing the layer tab

    kernel32!RaiseException+0x58
    Construct2!_CxxThrowException(void * pExceptionObject = 0x0014e22c, struct _s__ThrowInfo * pThrowInfo = 0x016b5240)+0x48 [f:\dd\vctools\crt_bld\self_x86\crt\prebuild\eh\throw.cpp @ 157]
    Construct2!cr::GLRenderer::MakeCurrent(void)+0x4e [c:\construct2\source\common\cr\glrenderer\glrenderer_windows.cpp @ 330]
    Construct2!ObjectTexture::GLReleaseTexture(class cr::GLRenderer * renderer = 0x0014e194)+0x150 [c:\construct2\source\ide\projects\objecttexture.cpp @ 391]
    Construct2!RendererLayer::ReleaseTexture(class era::IObjectTexture * texture = 0x078427c0)+0x14 [c:\construct2\source\ide\rendererlayer.cpp @ 123]
    WARNING: Stack unwind information not available. Following frames may be wrong.
    html5_exporter+0x1ea1e
    html5_exporter!ShutdownExporter+0x587e5
    [/code:2qgt82e5]
  • I just got back from the work but I'm more than happy to provide whatever information you need (long as I can figure it out. I'll try it and edit this post)

    I also discovered one thing: It's not the client exiting that causes it to crash. Rather, it's closing the layer (it be clicking on layer's close tab, or deleting the layer). I opened the project, did sprite, and removed the layer tab, and it crashed just same.

    I tried 28.3 version, pasted it over with your patch, and they all crashed same.

    EDIT: Tried the windbg but I'm having problem with pdb path. I'm about to pass out so I shall go sleep. Will be back tomorrow.

  • I still crash on close (with sprite.) I'm using the vista home premium laptop.

    Release 28.2 (32-bit) checked

    OpenGL 2.1.0

    Intel; Mobile Intel(R) 4 Series Express Chipset Family

    Shader language 1.20

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Aindra

Member since 14 Feb, 2011

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