firebelly's Recent Forum Activity

    I tested this out in google chrome at this page:

    html5rocks.com/en/tutorials/doodles/gamepad/gamepad-tester/tester.html

    And I get solid results, and everything is mapped perfect, but I can't seem to get the construct 2 test page to work. Let me know is there is something I can test for you to help. I have a Logitech gamepad and an XBox 360 Wired (third part madkatz but works on the normal testing page).

  • Mine is working again. Not sure what changed. All I did was save as single file to the desktop, then reboot, and hit save again. Seems to be saving to the old spot in my dropbox as before. Maybe something got stuck and then cleared?

  • I have it set to create backups every 15 minutes and I also save them to dropbox, so I should be ok.

    This folder is not new or moved. I am also not getting an error, the save just hangs.

    Update: Save As works. Save happens in seconds too.

    Update 2: Now I am seeing this.

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

    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    Setting texture, but texture file on disk appears to be missing

    Condition: FileExists(GetActivePath().c_str())

    File: Projects\ObjectTexture.cpp

    Line: 381

    Function: void __cdecl ObjectTexture::GLEnsureLoaded(struct ObjectTexture::GLTextureInstance *)

    Build: release 100 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 2)

    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   

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

  • I just started seeing this issue in r100, and even r100 worked for a day or so. Now when I save my project it freezes. It is stuck on "saving auto backup file". I let it run for a good 5-10 minutes before giving up. What can I do to check for other issues?

    It's related to my project as simpler projects still save fine. Instantly almost. I'm sure it's just some stuck setting somewhere. Anyone have a clue?

    Thanks for any tips in advance. I have the latest JRE and drivers installed.

  • Upgraded. Works now. I had to install the latest JRE, the one on the landing page didn't seem to work. So I had to click "all downloads" then do the full JRE install. Thanks for the tip!

  • I am running into this when ever I try to export to EXE, AppMobi or HTML5. It happens with any project, large or small.

    I click Export Project

    Change the destination folder, by hand, not via the button

    Click export

    Get error pretty quick.

    Should I be worried? What can I do to help.

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

    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    Minifier did not output a file

    Condition: FileExists(min_js)

    File: html5.cpp

    Line: 1258

    Function: void __cdecl Exporter::DoExport(class era::IProject *,class era::ILayout *,bool,struct HWND__ *)

    Build: release 100 (64-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 2)

    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   

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

  • happened to me too. Interesting. On a side note, the words look really cool without the text in front (just the particles spelling them out)

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  • I see there are plenty of Load File & Random Terrain examples, but I was curious if anyone had tried to combine them.

    XNA has an example where each level is just a TXT file with different characters representing tiles. I always thought this was pretty powerful for platformers.

    I wanted to implement this somehow and before I go and roll my own, I wanted to see if this had been done yet.

    Summary: On start of layout: open a txt file and covert it into tiles on the screen.

    Example of file:

    ########$###@@@######

    ########$############

    ....

    Update: Actually found the example from HTML5 Version.

  • well a lot of the art is either in progress or from other sources (IE Placeholders) The entire project will be pixel art like. So scaled up, it will look like SNES graphics mostly.

    I'm trying to avoid standard high res graphics as much as possible. I will talk with my artist some more and see where we can take it though. Thanks for the input!

  • Hi! I haven't posted an update in a while, but I figured I would.

    In case you wondered, this is a 2D space shooter. Featuring mostly artists from TIGSource. Web site is here.

    Here are a couple of screenshots we did a week ago. Still working on the first stage and I'm hoping to have a playable level done within the month or so. Still missing a ton of art and new music. But it's coming along nicely. I'm really going to be pushing what you can do on the platform to see how it goes.

    <img src="http://24.media.tumblr.com/tumblr_m85maxw9cd1rsx2xno1_1280.png" border="0">

    <img src="http://25.media.tumblr.com/tumblr_m7vsq0cuBM1rsx2xno2_1280.png" border="0">

    <img src="http://24.media.tumblr.com/tumblr_m7vsq0cuBM1rsx2xno3_1280.png" border="0">

    <img src="http://25.media.tumblr.com/tumblr_m7vsq0cuBM1rsx2xno1_1280.png" border="0">

  • Most of these products are the same. They have templates to run a native browser control and then display local files with some custom CSS.

    My problem with most of these is that they are all focused on the look and feel of the platform and how buttons display etc.

    What we are looking for are companies that focus on improving GPU integration and canvas performance tuning.

  • I will end up using around 15+ per level. Lots of parallaxing BGs and multiple enemy types with different weapons.

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firebelly

Member since 10 May, 2012

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