dop2000's Recent Forum Activity

  • You didn't replace the Canvas object in the project and you didn't do any of the things I suggested!

    1. Remove Rex's Canvas from the project, better uninstall it completely.

    2. Add R0j0hound's Canvas object to the project, set its size 1x1px

    3.

    Touch On Tap Sprite
    	: Canvas set position to touch.x, touch.y
    	: Canvas paste object Sprite
    	: Text set text to "Red: " & Canvas.redAt(0,0) & " Green: " & Canvas.greenAt(0,0) & " Blue: " & Canvas.blueAt(0,0) 
    
  • Set acceleration to a very large number, like 9999999

  • You installed the wrong plugin. You need Canvas by R0j0hound:

    construct.net/en/forum/extending-construct-2/addons-29/plugin-canvas-41782

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  • So what's wrong with my Undo system that uses system Save/Load actions? I understand that you need to tweak your events in order not to call "SaveUndoStep" too often (only when any operation is finished) and it may be a difficult task. But you will have the same challenge with any other Undo system! Because if, for example, you are rotating an object and saving 100 undo steps along the way, you will need to press Ctrl-Z 100 times to undo that rotation.

    So yeah, it doesn't matter if the undo system saves information into local storage, or array, recreates objects or not, you still need to figure out how and when you are saving undo step for every operation in your app.

    .

    Here is an idea that just came to me - if everything in your app is done with mouse, use a single "On mouse button released" event to save undo steps! Set a flag UndoStepSaveRequired=true in all events when any object is changed/created/deleted, you can do this on every tick, no problem. Then in "On mouse button released" event you check for this flag and call the function to save undo step if needed.

  • Or this error message may be completely unrelated to your app.

  • In that simple example - yes, but there are situations when you need to pick one set of instances in an event and then do something with a different set of instances without losing the first picked scope, and it's easier to do with a function.

  • Sorry, I don't understand what issue with outline2 do you mean. Please see this file, both outlines work and I added an event to disable dragging with right mouse button:

    dropbox.com/s/ls9yx2fi43f4ig0/ONE%20Selection%20ONLY%20Tests%20-%20v1.c3p

  • Why do you have "Trigger once" in these events?

    If all these objects always exist in pairs, you need to add them into a container. This way there will be no need for an id variable, instances in each pair will be logically linked together. You can simply do "if LeftSide animation N is playing -> RightSide set animation N". Or even "RightSide set animation to LeftSide.AnimationName"

  • I don't have an answer for you, but I would advise to temporarily close or pause appstore listing until you fix the bug.

    Then continue disabling and removing big parts of your project and see if it stops crashing, even if the game is not playable - remove saving/loading, effects, disable entire event sheets and groups etc. Once it stops crashing, try to narrow it down to a specific event or plugin.

    You can probably run the app in xcode simulator and get some logs which may help to find the problem:

    forums.coronalabs.com/topic/71294-how-to-see-xcode-simulator-log

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  • Set Canvas size to 1x1 pixel, on click/tap position canvas to that point. Then use "Canvas paste object" or "Canvas paste layer", depending on your needs.

    After that you will be able to get rgb values from Canvas expressions: Canvas.redAt(0,0), Canvas.greenAt(0,0), Canvas.blueAt(0,0)

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dop2000

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