Jase00's Recent Forum Activity

    NotionGames

    Yeah... Some things have workarounds, like using VM's or WINE to run Construct 2 in Mac/Linux, but certain things don't have a workaround, such as this WiiU Export issue. You hit a dead end and there's no solution or workaround. Makes me wonder why time and resources were focused on doing things browser-based for Mac/Linux support when there was already a workaround for doing that, when there's loyal serious developers that would throw all their money at Scirra raising the concern that their export runs poorly and is hindering them. (Correct me if I'm wrong, as i have not used Mac/Linux, just going from memory here.)

    Perhaps spending years to have C3 be browser-based may not be strictly for multiple operating system support; I believe there are things such the new Array editor that may not have been able to be developed in C2's environment... but couldn't that have had a workaround? Have a tiny EXE that is a small lil array editor within C2's directory that you can run from C2 by clicking the "Array editor" button or something, which then hooks onto C2? I don't know the logistics of software development that well, I could be completely wrong here.

    On a more personal level, NotionGames, it's commendable that you are here voicing your concerns, especially in your position (Anyone else reading this that have been vocalising their opinions lightly or strongly, it's great! It's great to get everyone's opinion and learn what everyone is here for, even the frequent opinion of "can we have native exports".). I have mostly taken the back seat and observed, I've stopped developing in C2 due to a fear of a random unexpected direction that Scirra may/may not take, heck I've stopped developing completely and it sucks, although I'm only a hobbyist. But your thread has taken off, seeing it suddenly appear on the forum with so many pages really shows you have made an impact and created a lot of discussion, hence why I've crawled out from under the shadows once again to comment. Perhaps the sudden surge of discussion is due to your position, or it's the way you've written your posts, but either way, keep on keeping on, you speak for more people than you may realise.

    Such a shame to see all this chaos on the forums nowadays. I've lurked the forums every single day for years now (Not often logging in or posting), and it went from being generally quiet with a few odd users now and then, to frequent heated discussions/arguments amongst long-time users. I see people convert from being very supportive, then a blog post or the beta is released, and they switch, etc.

    In my opinion, to see that Construct 3 was quite literally an editor change is a shame, although it was told to us for a long time, but this thread shows why remaking the editor may have not been the best thing to spend years on. (tho it is impressive technologically!) It's not a terrible thing to have done, it's great for Mac and Linux users, and heck I'd love to be able to switch to Linux before Windows 7 is no longer supported and I bet a fair amount of people share that thought, but this is what we were waiting all this time for? Other things could have been focused on that seem to be highlighted frequently on the forums... Iuno...

    It could all change though, right? I mean, once the majority of editor bugs are gone, what would be the next thing for Scirra to develop in Construct 3, especially after the uproar on the forums? There are genuine concerns being raised and they can't seriously be ignored or shutdown with a statement about technology, HTML5, 3rd party issues, etc. I think a solid road map would be brilliant, to know exactly what direction Construct 3 will go, and for us to make the decision if we want to be part of that journey.

    Bleh, I wish Construct 3 was discussed publicly much much earlier, even if it was just a tiny bit.

  • Try setting the "Active at start" property of "Sine" to "No".

    And in your events, do this event:

    +On fade-in finished

    -Set Active (Sine)" Yes.

    Oh, and when the fade-out time comes; however you have programmed it to fade-out, just throw in another action to turn the Sine off.

    Let me know if this works!

  • MadSpy oh whoops, thanks! I only skimmed the Bugs and Closed Bugs section briefly hah

  • Problem Description

    Open Capx, notice there's two layers with one layer having a sprite on it. Delete that layer (Layer 1), then save. Then create a new layer, then save. You will get a Construct 2 Error message.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Layers indexed incorrectly

    Condition: (*l)->GetIndex() == expected_index

    File: Projects\Layout.cpp

    Line: 1547

    Function: void __cdecl Layout::VerifyLooksOK(void) const

    Build: release 230 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    Attach a Capx

    https://dl.dropboxusercontent.com/u/776 ... layer.capx

    Description of Capx

    Has two layers, with "Layer 1" with a sprite on it.

    Steps to Reproduce Bug

    • Open Capx, notice there's two layers with one layer having a sprite on it.
    • Delete Layer 1.
    • Save.
    • Create a new layer, no need to do anything else, just create new layer.
    • Save. You will get a the above error message.

    Observed Result

    Crash!

    Expected Result

    Not to crash!

    Affected Browsers

      N/A

    Operating System and Service Pack

    Windows 7 64-bit

    Construct 2 Version ID

    R230

  • Just to ask, regarding all of your curved tiles:

    Do you use a collision polygon with multiple points?

    How many points are on a curve usually?

    Roughly how many tiles are in the level that have these curved tiles?

  • Yeah just to chime in, I also get this. Sometimes it eats up my RAM to a point that windows gets angry and starts giving me a message to close things before the RAM is filled up. Can be about 10-20 NW.JS instances in task manager.

  • Ashley

    Perfect! Working in the beta2. Thank you, much appreciated!

  • I can really understand your frustration, it's hard to get a point across when you are standing on your own, as nobody else really cares about filesize on NW.JS. It sort of seems as though you may need to give a reason why you think that information should be provided, I mean I'm sure there's certain cases, maybe someone might want to distribute to an area where they have extremely limited bandwidth or something extreme and specific. Although it might be a bad idea to explain your own personal reason because it might become a backwards and forwards conversation with people that go "Well why not do this instead?" "No I can't do that" "Well what about this?", even if you know 100% that filesize matters in your situation. Maybe it's a tricky thing for Scirra to decide what information to put out because they will always miss something, maybe in the future a similar situation is going to occur where someone buys the software and realises something specific about one of the full versions features (can't think of a random example but I hope I make sense).

    Although one things for sure, it'd help a lot to have the free version give a limited export option. At least you can then retrieve all the information you want, knowing that when you buy the full version, the watermark goes and time limits go and everything is exactly as you'd expect.

  • I think the filesize stuff may have been forgotten about and not mentioned in any FAQ because as Ashley said, it's such a rare thing for people wanting to export to desktop ask wonder about, and yeah perhaps Scirra may have just never thought about adding it until now. On mobile, that gets asked a lot because of the limitations some stores have that limit the maximum size to like 50MB sometimes, whereas other places such as Steam, or even physical media such as a DVD, as far as I know, the filesize limits are waaaay higher. You are probably the first person to ask about .EXE filesizes.

    I do agree with the whole extremely limited testing with NW.JS.

    This also does get me thinking of a probably really bad idea, what if Scirra developed a sort of export where it expects the end-user to have a browser installed, and this export contains the runtime and media of your game as well as a .exe file, which upon opening, it does whatever C2 does to commence "Preview-On-Wifi" (ofcourse only locally because you can't expect the end-user to handle all the port forwarding and firewall stuff that needs to be configured), and then it automatically opens up a link on the Browser and plays. Personally I don't know if I would use this as I prefer what NW.JS provides, but at least the filesize would drop immensely. Hmmmmm...

  • Yeah I get this too. At least I'm not alone! I made a bug report a week or so ago:

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    jayderyu

    I couldn't agree more.

    Even if it was minimal, just a screenshot here and there, maybe stupidly early development stuff, anything to get me hyped. I WANT to be hyped

Jase00's avatar

Jase00

Member since 5 Jan, 2012

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