Hillstrom's Recent Forum Activity

  • Mmm... I didn't C2 admin rights after installing the new release. But it worked with Photoshop with "Run as administrator" check in Photoshop.exe's properties.

    I tried with C2 with "run as administrator" checked in it exe's properties and Photoshop.exe unchecked and also works.

    However i tried the "run as administrator" from the right click menu and it didn't work. Only the exe's Properties "Run as administrator" seems to work. I have both directories (C2 and Photoshop) with "full control" permission enabled and still failed for photoshop but worked fine with MS Paint in any case.

    So in conclusion:

    If C2 or Photoshop's exe runs as admin it works. If none is checked as admin then could or couldn't work. Even if full permissions are enabled for both main directories.

    In the end C2 should have the admin rights more than Photoshop as i understand it.

    PD:

    Marry Bill Gates and MAYBE you will eventually have admin rights as you should in an admin account with full permissions enabled everywhere. Could be a UAC problem, but as stated above it works fine now.

  • I saved in png and jpg (tried a variety of configurations like 8 bit, 16 bits, etc). My path is default: C:\Program Files\Adobe\Adobe Photoshop CS6 (64 Bit)\Photoshop.exe

    Oh oh oh.,... (while writing i was testing some more), if i check Photoshop.exe to be executed as admin it works. I don't know why so much admin rights for an already admin account with admin privileges... I swear the whole privilege system in windows if broken damn grrr....

    Anyway... solved! Remember to check the option to execute Photoshop as admin in properties. Even if you kidnapped Bill Gates and shown him your 32 ways to grant admin privilege to every f... directory and file.

    Rage aside, thanks for your support. Consider this matter solved.

    See you all!

  • Yes, i saved it in different formats (png and jpg actually) in the temp directory where Photoshop save files by default. I tried in two machines and didn't work on either. However other programs like MS Paint works fine. To me is a problem of permissions. Happened before were you suddently can't drag n' drop images directly to a program's canvas. And in that case the problem is program's damn permissions changing or not executing as admin.

    I tried all common workarounds in case those were the problems but still doesn't works. If i'm the only case with a Photoshop not working then it's not a bug.

    I will eventually make it works, don't mind Ashly.

    If you know of something please pm me

    See you Ashly and team!

  • I double checked paths and files/directory permissions (allowed all for all users) but still fails. Only Photshop, worked with other editors.

    I'm still testing different ways to save images and internal settings like rasterizing, alphas, bits, and blabla.

    Could be a local problem in my machine but just in case i leave this issue for revision.

  • Image not showing on C2 image editor after saving in the external image editor

    ____Tried to import a png simple image from Photoshop cs6 (64 bits) to C2 but nothing showed up ____

    Steps to Reproduce Bug

    • Create a sprite object in c2
    • In C2's Image Editor i clicked the button to open the external image editor (opened fine).
    • Drawn a simple circle red filled and saved as a png (tried jpg) always as a 32x32 pixels size.
    • Clicked the confirmation button on C2 image editor as requested but nothing showed up. * Tried then the same but using Ms Paint (windows 7 64 bits) and worked all fine. * Ms Paint failed wasn't recognized if i use "%windir%\system32\mspaint.exe" as the path. Worked with "C:\Windows\System32\mspaint.exe". This is not part of the bug with Photoshop but keep an eye to it anyway. "%windir%" is generated by windows when you see the properties of the Ms Paint Icon.

    Observed Result

    ____ Image edited in external image editor didn't shown up ____

    Expected Result

    ____ The same behaviour as with Ms Paint or any other working image editor____

    Operating System and Service Pack

    ____ Windows 7 64 bits ____

    Construct 2 Version ID

    ____ Beta r193 ____

  • Holy sh.. you! That's was it! Works fine now.

    Thanks ramones ! I was using your example from another topic all along but didn't remember who made it. And you came back to finish what you started!

    Epic stories apart i'm going to test this with all input devices to see if it works fine with all of them (mouse, gamepad, touch, etc). But i guess this solves all issues.

    Thanks Kyatric for your help too!

    PD: This is the topic from where i took ramones example.

    https://www.scirra.com/forum/double-touch-like-double-mouse-click_t70460?&hilit=double+tap

    This is the latest Capx with all three control schemes working fine together:

    https://www.dropbox.com/s/23uof75u5u2y7 ... .capx?dl=0

    Cursor sprite don't align correctly to mouse position but that's outside the scope of this example. I'm looking into this error.

  • Sorry if my problem wasn't clear. Here goes more info:

    If you play a little with the capx demo you will start moving your player while you keep pressing "D". It will follows the mouse cursor but if you release the button the character won't stop. It will go loose.

    If i try to stop the character by setting it's bullet behavior to Speed 0 or disable it then the others movements also won't work. Like the single tap for the player to go to mouse position as in usual rts fashion.

    So basically i don't know how to stop the "On D is down" movement without stoping the ability to move with the other two methods (single tap and double tap).

    Should be easy i guess. I missing something very basic here but i'm out of ideas.

    PD:

    I didn't touch much the boundaries of the map because i was just showing the inputs methods and how they behave.

    Thanks to show interest helping me out.

  • Hello everyone, here's the problem i face:

    If you have a character who should move like

    On [UP pressed (once and release)] he moves to last mouse position like and rts (or do certain action)

    On [UP pressed twice] he dash to mouse position (or do a different action)

    On [UP held down] he follows the mouse position as long as you keep pressing UP.

    The player should move mainly by holding up a button. But should be able to dash by double tap the same button or move automatically to mouse position if a single tap of this same button is pressed.

    The first two events works fine together, (thanks to some helping people here), but the last one, holding a button to do something it's giving me a headache.

    I can make the three work simultaneusly but if i relase the held button to stop it's action, (pursuing the mouse position in this case), it paralyze the others movement events too.

    So the deal is how to use the same button to do 3 different actions depending if you hold it, press it once or double tap it.

    Specially taking into account that releasing the held button to stop its actions breaks any of the rest inputs types.

    Here is a quick capx with the 3 movement conditions and the held button not stoping the player no matter what i try.

    https://www.dropbox.com/s/23uof75u5u2y7 ... .capx?dl=0

    I need help on this. I have no more brain left...

    Thanks in advance and to those that created the template i use here <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Wow! I always set first the angle and then the speed. Never played with direct angles like now so i probably never saw this kind of offset behavior before. I get carried away with a recent bugfix about pixel rounding giving bad offsets by 1 pixel and.. it was my stupidity all along..

    Thanks ramones ! I tested it and worked fine now. I wonder why i didn't tried this simple change myself grrr.

    By the way, if you set "angle(sprite1.x,sprite1.y,Sprite2.x,Sprite2.y)" as the angle and then set the speed it seems to work fine that way. I better correct those errors anyway before they explode on me.

    Thanks again! This "bug" is solved.

  • Problem Description

    _ With Bullet Behavior there's an offset to upward/downward angle movements (90º / -90º).

    Attach a Capx

    _ https://www.dropbox.com/s/fluanpo50qwek ... .capx?dl=0

    Description of Capx

    _Simple Sprite with bullet behavior over a background.

    Steps to Reproduce Bug

    • Just press up a couple of times. Change the angle to see how the upwards and downwards angles offsets the sprite.

    Observed Result

    _Press Up and you should see the sprite moving upward with varied offset to the right. But should go stright up.

    Happens with 90º and -90º (also with 270º). But works fine with any horizontal degree like 180º , 360º and 0º.

    Expected Result

    _Angles like 90º, -90º and 270º should move a sprite in stright vertical lines without offsets. (With bullet behavior movements)

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    _Windows 7 x64 SP1 (all updated along with any drivers) _

    Construct 2 Version ID

    _r179 _

    _r178_ (happened in this version too)

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  • Yes i read them. I didn't meant to say that the syncing was from peer to host. I was worry about what kind of data can be sent as a signal to move something.

    A key press is one thing but a drawn line maybe was an overkill. But if you say there's no dangerous limitations on client inputs i will make some happy around here.

    I will recheck the third tutorial anyways. This is a project i was not involved and i could mess up what i say to my friends :s

    Thanks Ashley for your time to answer.

  • Hello all! A friend is on fire about this new feature and ask me something that i don't know either.

    Can we sync movement mechanics more complex than simple key presses?

    For example a swipe with starting and ending point (touch or click) but uncertain destination for the object itself?

    Or a limited draw line for a character to move along, like the movement in "Flight Control".

    Those kind of movement can still be synced and send as a normal packet between host and peers?

    I'm worry with the packet sending more than the ability to sync the movement on all peers.

    Hopefully you understood what kind of movements i'm talking about. If not then i will clarify with more examples.

    Thanks!

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Hillstrom

Member since 12 May, 2012

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