Jase00's Recent Forum Activity

  • Hey there,

    I'd just like to throw it out there that there is a bug I am occasionally encountering when typing replies. I will post a topic about it when it next happens; however, the only downside to the bug is that, when I click "Post Reply", it may randomly send me to a page on this website saying something about my authenticity or something. In confusion, I would hit "Back" on my browser and realise that my post didn't appear and all the text I had typed in the Quick Reply box is gone. I've written long posts and lost them this way, but I've learnt to "CTRL+A, CTRL+C" just before clicking Post Reply, and it has saved me; I simply paste it in the Quick Reply box and try again and volia! Posts just fine.

    I'm completely clueless at the moment on why it happens to me, I will randomly guess that it's something to do with loitering on a page for too long and then suddenly pressing a button on it makes the website freak out or something.

    Anyway, the suggestion is, could the box remember the text that was typed in for when I press "Back"? <img src="smileys/smiley16.gif" border="0" align="middle" />

  • I'm going to have to disagree with most of this.

    Whilst I know exactly what it feels like to spend hours debugging only to realise that it's a stupid tiny little mistake that I made, the thing is, it can happen anywhere. For example, realising that an object is behaving strangely but turns out it was on an incorrect layer that had parallax scrolling. Once you have fixed the mistake though, you would probably remember in future to check the layering right away if another glitch were to occur.

    I believe the concept I'm trying to get across links with the problem you have, Whiteclaws, with the function being typed incorrectly; since you spent a hellish long time trying to figure out the problem and eventually did, you will most likely look through and verify function names if you realise code is not working correctly from now on.

    Anyway, in my humble opinion on the suggestion itself, I'd find a separate "Dropdown list" for functions personally not very useful, and having an error message occur when typing would cripple the Function tool. What if, like Ashley said, you wanted to call a function that had't just been evented yet- you'd get an error and that would be counterproductive. Unless the error message is just a little notification that pops up then fades away, then I can see a little bit of potential in that idea. One problem I once had was I accidently made a new function that already existed and had no idea of telling how until my brain decided to clock on and remind me lol. (That taught me to note down my functions on a commentbox that I have in my capx to prevent future issues). Not to mention how would the Function dialog work if a user typed in variable stuff like ["Load_" & Player.Something]- since there's no definitive "Function" right there unless the game is running, how would the interface know to show an error message or not?

    I have no idea why I wrote so much about this but yeah! <img src="smileys/smiley33.gif" border="0" align="middle" />

  • Ashley , I was referring to that awesome little chat popup thing that uses this forums' username/image and allow the forum users to chat :P

  • Whiteclaws hah yeah, I remember it, it seemed promising but was empty almost all the time, with an occasional person going on there saying "Helllooo?" to themselves. My guess is that it was shutdown due to emptiness. But since the community has grown, I feel it would be good to bring it back :D

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  • I come on here pretty much daily, but I don't post daily. I generally post when I feel I can help, to continue discussions that peak my interest, or to ask stuff myself now and then. I generally get responses fairly quick :)

    Though, in terms of social community, I feel it'd be cool if there was some sort of IRC chat, or bringing back that old chat that used to be on these forums.

  • I'm making a game that contains fighting elements involving button combinations and stuff. I find it quite straightforward to create, but that's only because I understand logic behind fighting games from looking at other fighting games. As long as you know how the fighting game system works, and that you understand Construct 2, then I reckon you won't have any problems. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It sometimes can end up offscreen if your resolution changes.

  • Hey anealumor, I am aware of what you are talking about.

    I remember encountering this and reporting it, and iirc, it has been fixed in a later version of C2. What version of C2 are you running?

  • I believe "On fall" will only trigger once the Sprite begins falling, whereas "Is falling" constant triggers whilst the Sprite falls.

    Say you have a variable that starts at 0, and you use "On fall- Add 1 to variable", and make the Sprite fall, the variable would only reach "1". Whereas having "Is falling- Add 1 to variable", the variable will continue to go up until the Sprite is no longer falling.

    Hope this helps!

  • Yeah it's annoying when you are really trying to get something to work but it simply doesn't work as expected, and you begin looking over code many times and begin thinking that you're going Insane, but then suddenly you realise it's an easy fix. Happens to me all the time lol.

    Happy Easter from the UK to you and everyone else!

  • This seems really useful, I will mess around with this and see what I come up with. Thanks :D

  • So, I was trying to maintain a solid 60fps on Chrome with quite a lot onscreen, multiple enemies with their own platform behaviour with multiple effects and multiple everything everywhere, I kept looking through my code multiple times to try and speed things up, deactivating stuff when they aren't doing anything and whatnot, but I seem to keep getting 30-40fps.

    However, I randomly tried exporting the game as an .EXE file, and woah, a solid 60fps, even with more enemies than I tried before! <img src="smileys/smiley4.gif" border="0" align="middle" />

    Whilst using Chrome, I deactivate V-Sync so that I can see how fast the game is updating, and seeing as Node-Webkit provides faster speeds, I'd love to be able to see the fps without V-Sync. Is there a way to do this via hacking or anything?

Jase00's avatar

Jase00

Member since 5 Jan, 2012

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