ErekT's Recent Forum Activity

  • Don't think you can. Would be great if you could though. I'm getting about fifteen seconds of waiting time for previews right now and I have many more animations to add so..

    +1 for this feature.

  • If I try to run debugger mode with preview set to node-webkit I get this:

    [quote:1slnylqq]

    Uncaught node.js Error

    TypeError: Cannot read property 'Window' of undefined

    at Acts.RequestFullScreen (http://localhost:50000/Browser_plugin.js:422:20)

    at Action.run_object (http://localhost:50000/eveng.js:1843:10)

    at EventBlock.run_actions_and_subevents (http://localhost:50000/eveng.js:929:38)

    at EventBlock.run (http://localhost:50000/eveng.js:886:9)

    at Runtime.executeSingleTrigger (http://localhost:50000/preview.js:4196:10)

    at Runtime.triggerOnSheetForTypeName (http://localhost:50000/preview.js:4115:16)

    at Runtime.triggerOnSheet (http://localhost:50000/preview.js:4042:13)

    at Runtime.trigger (http://localhost:50000/preview.js:4024:12)

    at Layout.startRunning (http://localhost:50000/layout.js:373:16)

    at Runtime.go_loading_finished (http://localhost:50000/preview.js:1645:36)

    The debugger isn't supposed to be run in fullscreen or...?

  • Thanks man, much appreciated! It's for a side-view platformer so all I really need is the x position of impact points to spawn a particle effect. Projectiles travel at a straight horizontal line. Well not actually travelling, I'm just spawning a very long hitbox and then check to see if anything overlaps with it. For now the particle effect gets set to the target x position +/- a small offset which works okay. I'll keep your method in mind for future needs though

  • Good idea. +1

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  • [quote:3py6zibk]As for construct 2, I've been extremely satisfied with it, and I think I got more than my money's worth out of it. I'm not sure anyone in the community can disagree, especially considering the free (and frequent) updates we've been getting all this time.

    I'm in favor of a Construct 3. Why don't you post a poll discussing it?

    Agree 100 %. The update output has been incredible and for me Construct 2 isn't lacking anything feature-wise right now. It can more or less do anything I want it to. But the IDE has a lot of impractical little quirks that get in the way sometimes.

    So yeah, all for Construct 3 with a fresh IDE. I don't mind the wait and will happily pay for a new license (provided C2 projects can migrate over to it).

  • [quote:2kfsvhtd]The animations system was designed to be case insensitive. If you find part of it which is case sensitive, please file a bug report following all the guidelines.

    Okay, will do.

    [quote:2kfsvhtd] If you want such features, you can try your hand on... dudum... classical programming

    Uh-oh

    [quote:2kfsvhtd]For now, I would suggest you use a consistent naming convention throughout your entire code-base. I usually use a lot of camelCasing for everything. And families have the first letter uppercased.

    Yeah, I probably will. It was just extremely frustrating to track down because you get the impression from regular usage that cases don't matter, so when they suddenly do you have no idea what's going on.

  • Okay, I found out that upper-case/lower-case for the animation name you set in the image editor needs to match the one you use in events exactly or the events won't trigger. Events themselves don't seem to mind if you mix upper-case/lower-case between them. So it's not a bug really, just inconsistent behaviour. I'll leave it alone now, probably won't make the same mistake again. I still think it's something that needs fixing tho'.

  • Hmm okay, I made a simple example:

    Here I'm deliberately using lower-case in the first event and upper-case in the second event. If case-sensitivity applied then 'Sprite' should never get its animation set back to "Default". But it does. So in this example there doesn't seem to be any case-sensitivity yet in my game (which is waay too big to post here) switching from lower case to upper case suddenly makes the bug I'm experiencing go away. Now if case-sensitivity isn't supposed to make a difference like the example above implies then what on earth could I be doing wrong in my own code to somehow activate it? Unless it *does* make a difference, it just doesn't kick in all the time. So, inconsistent.

    [quote:1j3qgetk]It's hard for me to accept that computer make mistake

    Yes, but as far as I know Ashley and crew are human beings

  • [quote:co95dnwu]This kind of feature might break other people's game you know.

    But if the case-sensitivity doesn't behave *consistently* then how can people make code that relies on it? I imagine removing it would fix a lot more problems than it would create. Of course it's up to the devs to decide what's best in the end.

    [quote:co95dnwu]Agree with DuckfaceNinja, it is up to developer to maintain himself, but typo's happen.

    I agree and like you said, typo's happen. The problem arises when C2 lets it pass sometimes, but not always. If it bugged out right away you'd know where the problem was and how to fix it.

    EDIT:

    Good solution you posted there. Thx for sharing

  • Yeah.

    Just recently I spent two hours trying to figure out why an event suddenly didn't run anymore. Turns out it was because I set an animation string to "Falldown" instead of "FallDown" somewhere else in the code. The animation wasn't affected and would play no problem but the event "Character.sprite_animation = "FallDown"" would no longer come true. The extra fun part is that this bug only began to kick in after I changed something seemingly unrelated.

    It can be pretty aggravating to hunt down bugs like this and it's happened before so is it possible to make case-sensitivity either go away or at least behave consistently?

  • So yeah, the savestate functionality in C2 seems absolutely great on paper. But after implementing checkpoints and quicksave it seems a bit flaky. It saves and loads the information it's supposed to, but when I try loading from one slot or another it sometimes messes the slots up. For instance if I load from the 'quicksave' slot then try to load from the 'checkpoint' slot afterwards it just loads the quicksave game again. Don't know if it gets confused on what slot to load or if the quicksave actually overwrites the checkpoint at that point but in any case, this isn't so good. Maybe it's just my code that has problems tho? So I thought I'd check with you all because if others use it extensively and have no problems then it looks like something I need to fix on my end. If not, time for a bug report I guess.

  • Okay, no big. Thx

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ErekT

Member since 17 Dec, 2012

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