Alcemon's Recent Forum Activity

  • Yep

    http://www.scirra.com/forum/alt-tab-crash_topic69561.html

    Ashley acknowledged the bug and a fix is coming in the next version.

    In the meantime you could rollback to a previous version of C2 or make sure to have a layout tab active when you press ALT (the bug does not come up when it is so).

  • After a long trial and error session I have finally produced the minimal capx that recreates the problem and "sanitized" it of all my resources.

    Deduplication Bug

    I hope this helps in finding the problem.

    Thanks again

    PS: Remember you will not see any bug if you run it on the preview, you need to export it for it to appear

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • #UPDATED#

    Link to .capx file (required!):

    Deduplication Bug

    Steps to reproduce:

    1. The first layout is shown when run. Here "gsr" sprite is defined as global but destroyed.

    2. Press Enter (this takes you to the second layout)

    3. This layout creates an instance of the sprite "gsr". Pressing 1 to 6 should play its different animations. These animations will play correctly so all good up to now

    4. Press Enter (this takes you to the third layout)

    5. Since the sprite "gsr" is a global object it should continue functioning. But when alternating its animations using 1-6, youwill find out the first ones are corrupted (the ones beloging to the first sprite sheet).

    Note that this will work FINE on the preview (F5 or F4) you have to export it for the bug to appear (this is the reason I think the bug is in the deduplication).

    Observed result:

    Some animation frames of the sprite are corrupted in the exported version

    Expected result:

    They should display fine mirroring the result of the preview

    Browsers affected:

    Chrome: YES (tested)

    Firefox: YES (tested, corruption seems different but still happens)

    Internet Explorer: UNTESTED

    Operating system & service pack:

    Win7 64 up to date

    Construct 2 version:

    135

    Thanks in advance!

  • Same issue here.

    I am getting it even without having any project opened

  • Many thanks! Sorry to have missed it.

  • Is anyone else having 9-patch objects after installing r133?

    While corners are ok, different 9-patch objects are reusing the same horizontal and vertical components even when clearly they are different. This happens even on run, not only on export.

    Still not confident enough to report it as a bug, so just asking if anyone else is having these issues.

  • Thanks a lot

  • Thanks everyone for the responses, this indeed will become a great reference.

    thehen About performance, how slow/fast is this setup for PC (and mobile if you have also tried)? Finally, how big in diskspace did your background resources end up being?

    Seems that this the way to go to achieve very polished medium to small levels. Maybe for larger levels (which is not my case for now) a tilemap based solution would be needed.

    Thanks again for the replies

  • Hello all,

    I reached the point where I seriously need to start considering non-interactive backgrounds in my current project and I was wondering what would be the "right" way of doing nice looking multi-layered backgrounds in C2.

    Now, I've read quite a good deal of posts in the forums and from that I take away the following points:

    1) having huge images saved as backgrounds is not advisable, as this takes considerable computing resources (specially in mobile)...and it's really a brute-forcey way to go around.

    2) Full tilemap implementation is not available (it is implemented through sprites in 3rd party plugins though). The official tiled background object in C2 just allows you to define 1 tile and repeat it according to the size of the object.

    3) People usually point towards the way Rayman Origin builds its backgrounds. That is, repeating a lot of 'prop' sprites like trees and rocks and using size, color and other transformations to introduce variety

    So 3 seems the best way to go. Is there anyone who successfully implemented this method? If so I would like to ask him the following questions:

    a) Performance-wise, how heavy is it on PC and mobiles? Any disadvantage

    b) What special advantages does this method have? For example, if they are all sprites, can you animate some of them for added impact?

    c) Tips and Tricks for doing it right, limitations from C2, etc.

    Also, if anyone can also post their own success stories with this or other background methods (for example 3rd party or dynamically generated maybe) it would be extra nice :)

    Cheers and thanks in advance

  • I would also advise to rename all your objects and globals that start with numbers to avoid headaches.

    When fiddling with numbers I constantly got suggested to use the "2hitcombo" object I previously had.

    Maybe its better to start the autocomplete from the 2nd character and forward? Not really sure

    Really a nice update overall though

  • Just did, I can confirm that it works.

    Thanks Ashley

  • Hello everyone, loving the new patch. One quick question though.

    The new patch has the following change:

    <font color=green>'Pick by UID' is now not invertible (use 'Object UID exists' system condition instead)</font>

    Can we still use ELSE events after it and would they enter if the Pick by UID failed to pick an object with that UID?

    Thanks, again loving the change. I am a big Pick by UID user (I use this to do event inheritances in families and better modularize my code).

Alcemon's avatar

Alcemon

Member since 2 May, 2012

None one is following Alcemon yet!

Trophy Case

  • 12-Year Club
  • Email Verified

Progress

13/44
How to earn trophies