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  • Link to .capx file:

    error undo.capx

    Steps to reproduce:

    • Start new empty proyect
    • Create 2 sprites
    • Test for Sprite1 on collision with Sprite2 (Until here is covered in the capx)
    • Replace condition -> Sprite1 -> On collision with Sprite1
    • Replace object -> Sprite2
    • Ctrl + Z or Click undo in ribbon.

    Observed result:

    Warning pops up.

    "Error performing undo: Event block has two triggered conditions. This is a bug, please report it!"[/code:18v22ggn]
    Then C2 sometimes crashes, if it doesn't it gets weird.
    
    [b]Expected result:[/b]
    No error and proper undo.
    
    [b]Browsers affected:[/b]
    Editor problem.
    
    [b]Operating system & service pack:[/b]
    Win 7 Ultimate 64bit SP1
    
    [b]Construct 2 version:[/b]
    r163(64bit)
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  • Hello. I've searched in the forums for anything related to this and the only thing I found was something similar but with the Save dialog in r90.

    Steps to reproduce:

    1. Create or open a project

    2. Bring the export dialog

    3. Choose a network share (not mapped) for export

    4. Click next

    Observed result:

    If exporting for HTML5 a message says that the path for images doesn't seem to be valid.

    If exporting for Node-webkit the export fails.

    Expected result:

    Posibility to export anywhere in the local network.

    Operating system & service pack: Windows 7 Ultimate SP 1

    Construct 2 version: Stable Release (r152)

  • Thanks I think I understand what you're doing. I'll give it a try as soon as I can.

  • Will the newly created car IN the loop be counted in the for each loop

    OR does it only go thru the already existing cars BEFORE the loop was called

    No it won't. The for each uses the SOL at the moment it starts the loop, it won't update the SOL while is running.

    Here's the manual entry

    Regards

  • keepee did you find a workaround for this issue?

  • <font face="Arial, Helvetica, sans-serif">

    <font size="5"> <font color="ORANGE">SPACE HAMSTER | Our Clay io's Game Entry! =D </font></font>

    We have uploaded our game in the last minute yesterday.

    It's done with construct and exported with the last beta :D

    We are very excited with the results.

    Please take a look and tell us what you think!

    SPACE HAMSTER

    Soon we'll be updating this post with the process, sketches, tests, pics and much more!

    We hope you like it so much!

    To the next level!

    </font>

  • <font face="Arial, Helvetica, sans-serif">

    <font size="5"> <font color="ORANGE">SPACE HAMSTER | Our Game Entry! =D </font></font>

    We have uploaded our game in the last minute yesterday.

    It's done with construct and exported with the last beta :D

    We are very excited with the results.

    Please take a look and tell us what you think!

    SPACE HAMSTER

    Until the next level!

    Nico Castez

    </font>

  • Closing as not a bug: your event says "On loading finished AND all preloads complete". 'On loading finished' only ever fires once, and if all sounds have not preloaded already by that specific time, the event will never run.

    You probably just want to replace "On loading finished" with a compare two values: loadingprogress = 1

    You are very right! I completed overlooked that "on loading finished" is in fact a trigger.

    Just for the sake of completeness: "All preloads complete" remains FALSE even if there aren't any preloads going on?

    EDIT (addendum)

    I had to also add a "Trigger once ..." because it was firing a second time.

  • Link to .capx file (required!):

    http://dev.intiva.ws/preload_test/preloadSound_onPreview.capx

    Steps to reproduce:

    1. Run preview with provided capx.

    Observed result:

        Doesn't change layouts

    Expected result:

        Change layout on "preloads complete"

    Browsers affected:

        Chrome: yes

        Firefox: yes

    Operating system & service pack:

        WinXP SP3

    Construct 2 version:

        r114 (also tested in r116)

    I've spent several hours with this and perhaps I'm missing something, but I've read through the forum and manual and didn't find anything.

    The capx consists in two layouts: one splash and the other mimicking a game. One sound is preloaded on start of splash for it to be played on user input in second layout. Also music is streamed in start of splashscreen.

    -If I disable just "All preloads complete" condition it works as it should. But how do I know when it was preloaded?

    -The strange thing is if I disable only the preload the game also gets stuck in the splashscreen as waiting for the music to download (this is just mere speculation).

  • Could you find that info? Searching for something similar I found this post.

  • I'm not sure I should file this as a bug but since there's no features requests forum...

    When you delete an object type <objectname> from a project you receive the warning:

    Deleting this object type will remove all actions, conditions and expressions relating to it, as well as all of its instances. Are you sure you want to delete the object type "<objectname>"? Yes/No

    However, when you delete a sound or music file you receive no warning at all. All of the conditions and expressions related to it are deleted.

    Please consider displaying the same type of warning for sound and music files.

    Thank you very much and keep up the good work. We are very happy with C2.

  • Category: Misc

    Question: create a simple animation without sprite animation

    Link to the answer: http://www.scirra.com/forum/simple-animation_topic50123_post315769.html#315769

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