GamerGon's Recent Forum Activity

  • Any news on this?

    Some of our clients use Bitbucket, Stash, Jenkins, and so on... and this lack of an automated way to export is becoming a problem for us

  • There is now a desktop build of C3 (currently beta win64 only), FWIW.

    C3 uses for the most part the same runtime as C2, so I doubt it would make a big difference. However when we release the new C3 runtime that should make a big difference.

    Ok! I think we will wait for the desktop stable release and the new C3 runtime

    Thank you!

  • Ashley or Tom, any comments? please

  • Hi guys!

    I'm still using C2 only for the existence of the desktop version. We work our projects with more than one developer at a time, so we need folder save mode to use version control (GIT in our case). Yesterday I was wondering if maybe we could finish our projects (or almost finish) with C2 and make the export with C3. This would be useful only if I gain some game performance improvement. Is this right? Does C3 have better (significant) game export performance?

    Thank you in advance.

  • Hello guys!

    I want to share with you a recently published game developed by us (Octeto Studios, chilean based little gamedev company).

    It's a battle-memory game called "Matching Card Heroes":

    https://play.famobi.com/matching-card-heroes

    Hope you like it

  • Hey Ashley, check this out <3

  • Hello guys!

    I want to share with you a recently published game developed by us (Octeto Studios, chilean based little gamedev company) and produced by Cartoon Network.

    It was very fun to work with this IP because we love Gumball <3 Who wouldn't?

    Ah! Of course, it was made with C2.

    https://www.facebook.com/OctetoStudios/posts/1400738176685018

    Hope you like it.

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  • I think you can't save files directly to disk from the exported HTML5. It's a technology limitation (for HTML5 security reasons)

    The only alternative is to give a downloadable link for user to click on.

  • It doesn't explicitly mention families but the created sprites aren't added to the family to be pickable until a top level event as well.

    I did think of that for a moment, but I got confused when the "wait and destroy" in the same scope worked.

  • Ashley can you help me with this?

    What Am I doing wrong?

  • Problem Description

    Don't know really if this is a bug or a C2 expected behavior. I know there is some particularities about "create objecto scope" but I couldn't find the right answer or similar posts about it.

    So, the thing is that Family objects list is not properly updated when creating Family objects inside a loop and you want to use the new members with "Family actions" but this "problem" is not coherent with Family count because it does count the new members.

    It happened in one of our projects so I prepared a blank C2 project to "prove it". If this is not a bug, at least will be useful to understand this kind of C2 behavior.

    Attach a Capx

    https://www.dropbox.com/s/qt3bi89asjpp5 ... .capx?dl=0

    Description of Capx

    Use of destroy only to prove that Family was not updated after loop finish and the Family count is wrong (?)

    Steps to Reproduce Bug

    • Just play the project.

    Observed Result

    1. Only two squares (blue ones) are destroyed, even if a lot of Destroy action types are after or inside the loop.

    2. Family.Count counts 8 squares even if it does destroy two of the squares (blue ones).

    3. Only a wait action seems to work with Family objects updates.

    Expected Result

    1. All squares are destroyed.

    2a. Family.Count inside loop: 4, 2, 2

    2b. Or Family.Count inside loop. Being coherent with the problem about not destroying all squares: 4, 4, 6.

    Affected Browsers

    Not important.

    Operating System and Service Pack

    Not important.

    Construct 2 Version ID

    239 & 243

  • Ah, found it. Pick Random instance

    hahaha yes... pick random instance. Sorry, too late. I was on a meeting.

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