TwinBlazar's Recent Forum Activity

  • Alternatively, try installing 32 bits version instead. It worked for me.

  • I have also looked around the forums and found a similar bug report for my second issue: negative-objectcount_t91148?&hilit=On+Destroyed+negative+objectcount . R0J0hound provided the capx: https://dl.dropboxusercontent.com/u/542 ... count.capx

    I have tried this capx on my r173, and the "object count becomes negative" issue still hasn't been fixed.

    This could also be related, as this capx also spawns object in "On Destroyed" event and also restarts layout as well.

  • Problem Description

    I got objects that spawn other objects when they are destroyed. For example, explosion after grenade, monsters that spawn smaller monsters upon death, etc. I spawn these objects in "On Destroyed" event, and I see that when I change the layout, the objects spawned during "On Destroyed" will appear in the next layout.

    Attach a Capx

    https://www.mediafire.com/?htk7sn6if1vhduk

    Description of Capx

    The capx has a black box and a red box.

    The black box got a drag and drop behavior. Left click to move it around.

    Middle click on black box to destroy it, which will leave a red box behind. (using "On Destroyed" event, apparently)

    Right click creates another black box.

    Press R to restart layout. You will see that upon restart, red boxes will appear in all positions of where all the black boxes were.

    Steps to Reproduce Bug

    Just create objects during "On Destroyed" event and change layout, and you will see this bug.

    Expected Result

    Objects that are created in "On Destroyed" event should not appear in the next layout.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES

    Operating System and Service Pack

    Win7 64 bits

    Construct 2 Version ID

    r173 64bits

    I used "On Destroyed" in various places: a big slime monster could spawn more smaller slime monsters upon death, and smaller slime monsters also spawn the liquid explosive upon death. The liquid explosive leaves trace of liquid upon destroyed. Everything is fine if the player killed everything and nothing invokes "On Destroyed" event upon layout changing, but if some objects are not killed, something will pop up in the next layout. That's bad.

    One more thing: I also noticed that sometimes the object count becomes negative/incorrect in the game I am developing. During layout changing, the game stutters a bit, given there are hundreds of objects in the layout. And sometimes, the object count is incorrect.

    I have been trying to reproduce the negative object count on a smaller scale capx, but I couldn't reproduce it. All these "On Destroyed" events in my project also have sound effects played during "On Destroyed" and they stutter quite a bit upon layout changing. I am not sure whether frame stuttering is related to negative object count or not. Yet I only see object count becoming incorrect upon layout changing (ie. restart layout) only. In fact, by simply restarting a layout in my project once or twice, I already see object count number decreasing upon restart. Sometimes I see it on the first restart, sometimes on the second, sometimes third.

    I have also tried remove "included event sheets" that are related to these events of monsters, etc., and I see that the object count number is correct. But like I said, I couldn't reproduce this on a smaller scale yet. Still, could you please investigate what could go wrong here? Thank you.

  • Is it possible to make certain layers appear upside down?

    Like at 1:15 of

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    You see that in this flying shooter, you normally are at the lower part of the screen shooting the boss at the upper part. But at 1:15, the screen flips upside down.

    I do NOT need the "flipping" 3D effect at 1:18. I only need certain layers to be upside down instantly. Is this possible in C2?

    Note: setting layers to rotate 180 degrees is not what I want, as that will be both flipping upside down and mirroring left and right. I only want upside down.

  • Thanks guys

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  • Quick question: is there a function that return true when a given string is a number?

  • BUMP

    Ashley, do you have a suggestion for this case?

  • Could you check whether your nodewebkit is using canvas2d instead of webgl? If so, refer to

  • Developing app for NodeWebkit here. Currently I have a looping music that requires looping, but it got a long intro that is not a part of the loop.

    For example,

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    This music here got a very long intro of 69 seconds, and at about 4:02, the music loop back to the 69th second.

    I got a music like that, so I would like to check the music's time position every tick, and if the music exceeds certain time, I would like to seek back by x seconds to make it sound seamless. These could be simply accomplished with Audio.PlaybackTime("music") and { Seek Tag "music" to x seconds } event.

    However, I notice that sometimes "seek to" causes the music to stop playing for several hundred millisec and it's as if the program requires a bit of time to load this particular part of music into memory first. It may or may not happen, but when it happened, it is not good for looping music. Music should be seamless.

    Yet I found one possible hack for this, and that is to import the music in as a "sound effect" instead. This time, the music runs flawlessly with "seek to". I can "seek to" anywhere and there are no stuttering.

    However, this hack comes with the following penalty: high memory usage and longer preload time. Instead of less than a sec preload, this time, it takes about 3-4 seconds. (My music is 7 minutes long) Checking into Task Manager, I see that the Node Webkit takes 220 MB memory now. On the contrary, it was only 61 MB, when I imported this music as "music" and not "sound effect".

    While this hack works, the memory consumption just for one music alone is way too harsh, and I got other music as well. I can accept the 3-4 seconds preload time, but not the memory consumption with only just one music. Is there a way to unload or are there some better alternatives for this?

  • Oh MY GOD Jase00, you sir, win one Internet.

  • Currently I am having a weird problem.

    I just migrated my project to another computer, and then when I previewed my game as NodeWebkit, I see that it is using Canvas2D, rather than WebGL. I've tried switching previewing on Chrome instead. Strangely, it uses WebGL.

    I was wondering whether some parts of my project are affecting this, so I tried load up the Ghost Shooter, and preview it. It also says Canvas2D.

    I thought, perhaps something is off in Construct 2's NodeWebkit configuration somewhere, so to test this, I grabbed my project that has been exported as NodeWebkit 4 months ago. I ran it, and surprisingly, it is also using Canvas2D. It never runs in Canvas2D before...ever...

    Does anybody know what's going on here? My Chrome can run in WebGL, but how come NodeWebkit just runs only in Canvas2D, even for an older exported NodeWebkit?

    Just in case, my GPU is GT 240 DDR3 1 GB. I've tried applying "ignore blacklist configuration", but that does not help.

  • What you want required no more events from my capx.

    From my capx, how about you stretch the "down arrow" to fill the upper half of your screen, and stretch the "up arrow" to fill the lower half?

    Now, place the solid in the middle, and voila, you will have what you want in no time.

    This way, we won't be dealing with line of gravity, and you can specify directly which area should be up or down by placing and stretching these gravity arrows. Additionally, you can turn these arrows invisible for aesthetics purpose.

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TwinBlazar

Member since 14 Apr, 2013

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