Casaubon's Recent Forum Activity

  • So my question is: I´m trying to implement a skip functionality that would impatient users allow to disable the typewriter effect and display the whole sequence at once.

    For example by pressing the space bar. This works with a new event like this referencing functions that are in the template already:

    Although like that the function call in the sub event does show the text it will however ignore all text commands. i.e. important text commands such as {setvalue:<gamevariable>,<value>}.

    I thought of setting Dialogue_SequenceCharDelay=0 but that is not sufficient.

    Any advice what to add to make it skip and still make some text commands work (not all since {wait:<value>} would be stupid).

  • This post continues the original thread and where the forum settings do not allow further replies because the last reply in the original thread was made over a year ago.

    It is for postings regarding the Dialogue System Template on offer by its developer Magistross.

    Tagged:

  • I needed that too, wanted to populate an Array with all Animation Names, now I have to hand code it. There are dozens of Animations..

  • > This is by design: to save memory all Sprites share their images, so loading one sprite's image from a URL will update all sprites. If you want to use different images, add 10 or so empty animation frames, then you can load a different image in to each frame.

    >

    Ok Ashley,

    This information is so important, I didn't saw that on the documents!

    I resolve my problem now

    I agree with the poor documenation about "load spirte picture from URI" in the manual. If I hadn´t stumbled into this thread I would try to fix my map editor, that allows users to define background pictures in runtime for several more days before I would have given up.

  • thanks a lot dop2000 for the answer, this limitation seems a bit odd but I guess I can live with it

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  • Is there way to have a comparison of a family instance variable set as condition in the create event of a member of a different family somehow?

    ...would like to reduce 7 almost identical code blocks into 1 more generic one.

    crude example:

    each sprite2 in sprite2family has a family instance variable called sprite2family.familyinstancevariable which was assigned a certain sprite1.uid

    can´t find a way to do something like this:

    on left mouse button clicked on sprite1family -> create sprite2family.familyinstancevariable=sprite1family.uid[/code:2cuzyk0g]
  • What does Trace.HitFrac return please?

  • To me using an array seems like it would be worst because instead of just having the info it has to look for it.

    But you can´t create some new instance variable in runtime while you can insert new data into an array whenever.

  • http://snya.comxa.com/test9/images/sprite-sheet0.png

    the image is definitely there,

    in filezilla I changed the CHMOD file permissions to 644 for any files or 755 for the images directory to check they are permitted publicly. tried setting png recompression to none in exporter. tried saving the png manually from C2´s animation editor and reuploading to check if it gets corrupted in export process somehow. browser konsole is showing MIME type is set correctly to images/png... I´m running out of ideas.

    [quote:1l3jgicz]The image [image] cannot be displayed because it contains errors.

    this is really weird, the png to show the splah screen C2 logo is working.

    will try to upload to google drive next and see if this persists.

    edit: the thing on google drive works http://googledrive.com/host/0B6NfLUcljsEUUkROdy1wa3VzVXc

  • I feel like a dumb monkey.

    After running numerous tests I figured FF on two different webhosts does not load any image file and gets stuck after having displayed the C2 splash screen.

    For testing I created a new empty project in C2 with default settings, adding 1 single grey box sprite, event sheet is blank, and exported, uploaded.

    try here: http://snya.comxa.com/test4/

    -> splash screen -> doesn´t even switch to the layout. works in editor preview though.

    capx is: http://snya.comxa.com/test4/test4.capx

    error is:

    Error loading image 'http://snya.comxa.com/test4/images/sprite-sheet0.png': error { target: <img>, isTrusted: true, currentTarget: <img>, eventPhase: 2, bubbles: false, cancelable: false, defaultPrevented: false, timeStamp: 1467056079622000, originalTarget: <img>, explicitOriginalTarget: <img>, NONE: 0 }

    I must be I missing something basic & general when exporting to html in C2? this is weird I used this method to host 2 other little projects like 2 years before.

  • Thanks newt, it´s probably something else. After I removed the plugin (it is the only 3rd party thing I´m using) and anything else suspicious the problem persisted. Started to roll back to some very early version adding 1 thing at a time + export + upload to find out what causes it. A very time consuming and annoying process since browser cache is a b*** and I need to change URL all the time (a most primitive method I guess) to prevent cache showing wrong versions.

  • I put months of work into my first game, never exported it though in later versions, just tested it daily in C2´s previewer & debugger from the capx file. Today after finally managing implementing highscores on a mysql database I did my first export and uploaded, ready to finish it.

    I get a damned black screen after the preloader icon and progress bar finish loàding! Pretty desperate...

    In FF I managed to see my game menu layout once, never after. I´m used to get and solve game breaking errors every day but this is a bit much

    First I removed the recent Ajax additions, nope wasn´t it. Developer tools in FF and Chrome show me different errors. FF is missing some sound formats, probably a MIME type thing, so I deleted all sounds from project, didn´t help. Also deleted all Spriter files & assets to see if that is the issue. Apparently not.

    Chrome´s developer tools console shows this error dozens of times a second->

    c2runtime.js:243 Uncaught TypeError: Cannot read property 'type' of null.

    FF konsole says error is in

    C2runtime_ 243:145

    Could "type" be an undefined variable of same name I use in certain object families?

    In C2´s previewer the game runs without problems though.

    So does the runtime line 243 from browser help me somehow find the reason for all this or does anybody have an idea what´s going on here?

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Casaubon

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