Fengist's Recent Forum Activity

  • Well, nevermind, it's just perpetually crashing now.

    There was an unhandled error in the application. see logs below =>

    ERROR MESSAGE => Value cannot be null.

    Parameter name: input

    ERROR TRACE => at System.Text.RegularExpressions.Regex.Matches(String input)

    at c3IDE.Utilities.Helpers.JavascriptParser.ParseJavascriptUserTokens(String text)

    at c3IDE.Utilities.CodeCompletion.CodeCompletionFactory.PopulateUserDefinedTokens(String key, String text, Boolean wipe)

    at c3IDE.Utilities.CodeCompletion.CodeCompletionFactory.ParseAddon(C3Addon addon)

    at c3IDE.MainWindow.AddonLoadDelegate()

    at c3IDE.MainWindow.<.ctor>b__1_0(C3Addon s)

    at c3IDE.Managers.AddonManager.LoadAddon(C3Addon addon)

    at c3IDE.Windows.DashboardWindow.LoadSelectedAddon_Click(Object sender, RoutedEventArgs e)

    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)

    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

    at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)

    at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)

    at System.Windows.Controls.Primitives.ButtonBase.OnClick()

    at System.Windows.Controls.Button.OnClick()

    at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)

    at System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e)

    at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)

    at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)

    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)

    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

    at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)

    at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)

    at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)

    at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)

    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)

    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

    at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)

    at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)

    at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)

    at System.Windows.Input.InputManager.ProcessStagingArea()

    at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)

    at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)

    at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)

    at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

    at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

    at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

    at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)

    at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)

    at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

    ERROR INNER EX =>

    ERROR SOURCE => System

    EXCEPTION LIST =>

  • 6/14/2019 9:16:21 AM : Info => generating 3rd party files

    6/14/2019 9:16:21 AM : Info => compilation terminated due to error...

    6/14/2019 9:16:21 AM : Info => error => Value cannot be null.

    Parameter name: bytes

    Plugin validates, plugin does not compile.

    If I zip up the plugin, it works just fine.

  • Exactly!

  • I believe it's because you have go forward as a sub event of go left. As a result, it will at first go left for a fraction of a second and then, go forward.

    It makes no sense to have a trigger once as a sub event of a trigger once since the go left trigger once will prevent anything under it from triggering... more than once anyway

    Nextly, you don't have a condition that decides whether it triggers once. In your reply you had a condition 0-3. In the code above, even if you moved that sub event, both would fire when the code is run because there's no reason for them not to.

  • I do not know for certain, just trying to come up with ideas.

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  • Incredible work guy. Shame I didn't know about you when I was doing 3d modelling. Some of those textures would have saved me a lot of pain.

    But, I am working on another project now that going to need a sound track. I'll be perusing your wares.

    Thanks and keep up the good stuff.

  • You do not have permission to view this post

  • Ok, that was it. About a month ago I did some 'tweaking' to the HTMLElement plugin to fix a similar problem to the one I've been describing. I did this 'tweaking' on the desktop.

    I blindly made the assumption that since I was using a cloud based app, that if I installed a plugin when I ran it on one machine that the same plugin would be on the other machine. As you can see, it's taken me two days of desk-facing to come to that conclusion.

    I looked at the changes to the plugin code I made on the desktop a month ago, it's the same changes I made today on the laptop to solve the above problem.

    At least now, I can get back to creating the game an not smacking my forehead.

  • You do not have permission to view this post

  • Ok, this nightmare has got me to seriously thinking about it. By tinkering with the code above I have it solved on the machine where it was giving issues. Later I'll be testing it on the other machine to see if it works.

    Here's the BIG question.

    When I install a plugin, does that plugin go to the cloud or does it stay on the specific machine.

    For example, I installed this 'fixed' plugin on my laptop. Later, when I go home and fire up C3 on the desktop does that 'fixed' plugin code magically appear on the home machine?

    If not, THAT may be the cause of all my problems as I've tinkered with this plugin code before and likely have 2 different installs. And if so, THAT... was unexpected.

  • More digging.

    It appears the plugin is changing that CSS. Here's the code it's using to determine the height and width for that CSS. Unfortunately, I don't know JS that well. If anyone could look over this and see if this somehow explains why the height and width on one computer is different from another.

     DrawSize()
     {
    
     if (!this.domStructure.useC3size) return;
    
     const exWidth = Dom.width(this.el);
     const exHeight = Dom.height(this.el);
    
     const wi = this._inst.GetWorldInfo();
     const layer = wi.GetLayer();
    
    
     const myinstance = this._inst.GetWorldInfo();
     const instWidth = myinstance.GetWidth();
     const instHeight = myinstance.GetHeight();
     const newWidth = Math.abs(layer.LayerToDrawSurface(instWidth, 0)[0]);
     const newHeight = Math.abs(layer.LayerToDrawSurface(0, instHeight)[1]);
    
     if (exWidth !== newWidth || exHeight !== newHeight || this.memory.resizeWindowForSize)
     {
     this.memory.resizeWindowForSize = false;
     this.SetStyle(
     {
     'width': newWidth + 'px',
     'height': newHeight + 'px'
     });
     }
     }

    In the constructor it's setting this.memory.resizeWindowForSize here

     this.memory = {
     // objectModel
     instVarNames: getArrayFromString(proprieta(contatore, "[]")),
     objectStore: getArrayFromString(proprieta(contatore + 1, "[]")),
     text: "", // per modificare il contenuto del dom solo quando il text cambia
     resizeWindowForSize: true,
     resizeWindowForPosition: true,
     resizeWindowForRotation: true,
     resizeWindowForFontSize: true,
     lastFileURL: "",
     lastBLOB: "",
     lastBase64: ""
     };

    and here

     window.onresize = () => {
     this.memory.resizeWindowForSize = true;
     this.memory.resizeWindowForPosition = true;
     this.memory.resizeWindowForRotation = true;
     this.memory.resizeWindowForFontSize = true;
     };
  • Browser.ExecJS("Date.now()")

    will get you the number of milliseconds since 1/1/1970. If say you wanted a 30 second shot clock, you add 30000 to that number then look to see if the current time <= to the shot clock.

Fengist's avatar

Fengist

Member since 6 Nov, 2015

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