Excal's Recent Forum Activity

  • I feel the same way.

    The truth at the end of the day is that nobody cares about your project except for you. This is why every single one of my 'how do I?' threads involves me posting follow-ups stating things I've found as I've tried to diagnose the problem. People probably won't read them, but what drives me to develop is the notion of progress, even if it's just a little progress, and that's why I continue to post.

  • The runtime.js file is only the C2 runtime. You need all the other files exported with the project in order to host the project.

  • Another update. This is very close to what I'm looking for, although I'm still not exactly sure why the second and third spawns are much shorter in time than the first spawn.

    <img src="http://i.imgur.com/lZwzUB9.png" border="0" />

    The .capx has also been updated.

  • I've done some more testing and decided putting a loop inside a function isn't going to cut it. If I just wanted to have delayed spawning without highlighting, this would have worked just fine, but since I effectively need a delay on two items at once, I think not using a loop is more effective.

    <img src="http://i.imgur.com/rNTbHKt.png" border="0" />

    This is what I have now, and it seems to work much better, although it's still not quite what I'm looking for. I've updated the .capx as well.

  • In my program, the computer will spawn units after the player spawns units. The computer spawns units one at a time, similar to the player. This aspect of the game is working well.

    I want to have the spawn area the computer is focused on to highlight. Right now, every spawn area the computer can spawn a unit on will be highlighted during computer spawning as opposed to one at a time (run the game to see what I mean).

    Here is the relevant code:

    <img src="http://i.imgur.com/wq4qyHB.png" border="0">

    Any help or ideas would be appreciated.

    BoardGame.capx

  • I'm going to be brutally honest here. C2 is the easiest development kit I have ever worked with, but the export features that it promises on the main site are more or less half-truths.

    C2 relies on external wrappers to export, and almost all of them have compatibility issues with C2's exported code. For example, CocoonJS apps written in the CocoonJS SDK seem to perform very well, whereas C2-exported code that is run under CocoonJS struggles with things like physics.

    This is most evident in the fact that over time, performance with CocoonJS using C2-created programs has gotten worse. I wouldn't be surprised if Ludei announced over the next few weeks that they are dropping support for C2, because this is what it seems like they are doing. Every new update they post promises new features, enhancements, and performance improvements, and recently every new update has resulted in C2 programs losing performance.

  • Only one function is called at a time in my program :)

    My intention is to check for when the notification box is done.

    EDIT: If a function does not have a specified return value, by 'default' the return value is 0, so this is not the issue since I'm checking for 1.

  • I've decided this function.returnvalue thing just isn't going to work. I've implemented a workaround.

    The original issue (the point of this thread) is still present: the second time the notification box appears, it displays the first message instead of the second. I've done a debug test and the second message is correctly being passed into the function, but for some odd reason, the first message overrides the second.

    The three images in the first post of this thread depict every instance of when txtNotification is modified. I'm starting to wonder if this is a C2 bug because I cannot find anywhere in the game logic where the text is being overriden by the text passed in the first function call.

  • I've made some modifications, but now the issue I'm having is, after EndNotification() is called, the return value doesn't appear to be returning.

    I have a debug active in the program that displays Function.ReturnValue every tick, but it never changes from 0 to 1.

    <img src="http://i.imgur.com/cDCcO0R.png" border="0" />

    In particular, this function that is supposed to be called upon being given the return value is actually never called.

    <img src="http://i.imgur.com/bjpcffL.png" border="0" />

  • I've tossed in a few major actions to see if the DestroyNotification function is firing, and indeed it is.

    I wonder if this is a bug. I've done multiple searches through my events to find problem areas but so far the instances in the screenshots above are the only places where txtNotification is modified.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • My notification box is controlled by two functions: a spawn function and a destroy function. The way the box works is: when a notification needs to be sent, the box appears and moves halfway across the screen. After the user touches the screen, the box moves to the right and is then destroyed.

    The events look like the following:

    <img src="http://i.imgur.com/JVGHm34.png" border="0">

    There are two instances where the notification box is called:

    <img src="http://i.imgur.com/PNdKCaT.png" border="0">

    <img src="http://i.imgur.com/XlMLeRb.png" border="0">

    The group names are relatively self-explanatory: the notification box appears before the player is allowed to spawn, and before the computer spawns.

    You can run the program yourself to see how it works. Basically the problem is, the notification box text doesn't change like it's supposed to when the computer is spawning (it still displays the instructions for player spawning).

    BoardGame.capx

    My current theory is that DestroyNotification() is not being called at all, but I'm unsure how to test for that.

  • Yes, Letterbox Integer Scale does, but Letterbox Scale (not integer) looks great in most browsers.

    The question is, when/if will this be supported in cocoonJS?

    Being able to run a program at fullscreen without strange scaling issues doesn't seem like that big of a deal in many other development kits.

Excal's avatar

Excal

Member since 9 Mar, 2013

Twitter
Excal has 1 followers

Connect with Excal

Trophy Case

  • 11-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

13/44
How to earn trophies