Farsight's Recent Forum Activity

  • Problem Description

    Black screen in exported via cordova/xdk projects since Construct release r224 and later.

    All works fine in builds r223 or earlier, and since r224 black screen started to appear instead of game.

    Tested on same equal example project.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/950 ... poroj.capx

    For better investigation builded with xdk version https://dl.dropboxusercontent.com/u/950 ... st/MDZ.zip

    Description of Capx

    Just tester: simple one layer with two colored boxes that changes color on tap. No third party plugins or effects.

    Steps to Reproduce Bug

    • Export via cordova
    • Build in xdk
    • Launch on device(tested on ipad air 2, iphone 4/5)

    Observed Result

    Black screen

    Expected Result

    Game launch

    Operating System and Service Pack

    Win10

    Construct 2 Version ID

    r223-r227

  • Problem Description

    I know this post is format not regular but looks like export to ios via cordova — intel_xdk goes to black screen in r224. I have one capx, i exported it via build r224 and r223. Its same capx in both options. After export and intel xdk build for ios, one of the .ipa(from 224) launches black screen after splash and another one is working fine as usual(from r223)

    Attach a Capx

    Cant attach capx, its commecrcial project, i hope you have any example intel xdk build to test by yourself. Or i will try to prepare later some kind of test build.

    Description of Capx

    I just can say that there is no any third-party plugins in my project.

    Steps to Reproduce Bug

    • See description

    Observed Result

    after installing app builded with cordova-intel_xdk and launching it, intel xdk splash screen appears and then goes black and game loading not starts at all. Even music not turns off automatically how it happens when launching normal working ipa.

    Expected Result

    Loading app starts after intel xdk splash screen

    Construct 2 Version ID

    r223/r224

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  • Think this is now fixed, let me know if not.

    Yes, now it works correctly. Thanks

  • Confirming, looks like search now only find results posted from 16 March. Its kinda serious issue

  • I need to use a pathfinder behaviour only on couple of small areas with small cell size on my big map. But regeneration obstacles starts to calculate all the map from start of layout and it takes too long. Ashley is it possible to turn it of somehow? Maybe manually somewhere in plugin settings in xml. So i will be able to use only regenerate obstacle area and around objects, without precalculate all map long.

  • Ashley Bump, this bug means you cannot make stable server\client game with multiplayer plugin. Any solve?

  • Problem Description

    Only Ashley can handle this, If talking short: If client to connects to server, then disconnects. And then connects to fresh launched another server - there(Only on client side) will be undestroyable duplicates of each object in "Sync objects section" staying on positions were they was on previous server. If player refresh page\client and connect again - bug will not occur. So its repro only if you played once on one server and connect to another after it. Repro made on default multiplayer example. I will upload video of repro steps here too.

    More detailed: Im making multiplayer game, its all in one capx. There is a server and client in separated by groups. Server part exports with NW.js, and client uploads on site via html5. When client plays on one server once, when he disconnect and connect to another server(that was launched during client was on old server) there will be all synchronised objects duplicated(Only on client side). And if you try to destroy it on client, they will respawn again, like its still connected to old server.

    That means you cant make stable server-side game. Player after playing once on one server will have duplicated objects on other servers, until he refresh page.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/950 ... P_bug.capx

    Description of Capx

    Repro made with default Multiplayer realtime game example - only thing added is button on client to move back from game to login menu. Nothing else was changed.

    Steps to Reproduce Bug

    • Export game via NW.js.
    • Launch game from NW.js and connect to be host.
    • Launch game from construct via chrome for example, and connect as client.
    • Close NW Host.
    • In Chrome game press spacebar to go back to menu.
    • Launch again NW game and connect as host.
    • Connect with chrome again.

    Observed Result

    Two peers, one from NW and your own in Chrome.

    Expected Result

    You will see third Peer - its duplicated peer from previous server.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    Currently its r216, but was appeared in previous builds.

  • Problem Description

    Focusing on Textarea by pushing button work properly only for first push. After that focusing happens only on double pushing of button.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/950 ... d_bug.capx

    Description of Capx

    Its have only one text field

    Steps to Reproduce Bug

    • Press T to focus on textarea
    • Fill in text and push enter(this clears textarea and unfocus it)
    • Press T again to focus on textarea again

    Observed Result

    it will not work. It works only if you push T twice.

    Expected Result

    Textarea must be focused if i pushed T once

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Win7 64b.

    Construct 2 Version ID

    R216 stable

  • I have a layout 3000x500. And player window is 500x500. Player have a valve in front of him - when player rotate valve he scrolls around layout . Its like aiming system on old tanks. I need to make - three full rotates of valve to right is scroll to 1500px by x to right, and same for the left. Trouble is to detect valve spins, cuz when it hits 360 degrees its goes 0 again. I need a way to detect "overall" angle of valve.

  • I have a multiplayer game with open world. When releasing i export separetely client via html to web and server via NWjs. Is there any way to reduce render work on server to increase perfomance? Because when server launched its only shows some texts and its no need to render all other stuff on server side, only calculate collisions and etc. Ashley , is there any export way or trick for that?

  • Line of sight works wrong in "Or" conditions

    "Or" not working with multiple conditions related to line of sight

    Link to Capx

    https://dl.dropboxusercontent.com/u/950 ... s_bug.capx

    Description of Capx

    Simple example - eye have LOS and two targets with drag and drop to test. Eye must becomes green when have los to one of the cubes. But with or its not work.

    Steps to Reproduce Bug

    • Launch preview
    • Drag blue or green cube in LOS range

    Observed Result

    Eye become green only when see both cubes

    Expected Result

    Eye must become green if have LOS to any of cubes. This result can be achieved with separating "Or" conditions to separeted conditions.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Win7

    Construct 2 Version ID

    212.2

  • I'm getting server(room) list via Request room list action. And i need to know somehow ping for this servers(rooms) before i connect to game. Ashley maybe its possible to make this in nearest release as option for multiplayer object?

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Farsight

Member since 5 Mar, 2013

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