rho's Recent Forum Activity

  • Hi all,

    I've been trying to import my main C2 project in C3 and it seems to import but then crashes. I'll post the log below. My main question is how can I find out what is causing the crash. It could be a single malformed line in my project but there doesn't seem to be anything I can use to find it (eg a line number, etc)

    the explanation doesn't seem to make sense to me as the first parameter of tokenat should be a string.

    So this is not a bug, but asking for some help on how to debug a crash in C3. At the moment it seems to be undoable.

    R

    -----------------

    Error report information

    Type: unhandled rejection

    Reason: Invalid parameter: 'tokenat' parameter 1 does not take 'string'

    Construct 3 version: r23

    URL: https://editor.construct.net/

    Date: Sun Apr 30 2017 22:41:18 GMT+0100 (GMT Daylight Time)

    Uptime: 65.6 s

    Platform information

    Browser: Chrome

    Browser version: 57.0.2987.133

    Browser engine: Blink

    Browser architecture: 64-bit

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 4

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/57.0.2987.133 Safari/537.36

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Vendor: Google Inc.

    Renderer: ANGLE (Intel(R) HD Graphics 4000 Direct3D11 vs_5_0 ps_5_0)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_texture_filter_anisotropic, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context

  • sorry.. missed that..

  • just use concatenation "&" so you can construct your URL string with a constant textstring that goes before and after

  • Problem Description

    I've noticed this since my last update to 233. I load images from URL into a sprite to save on download size. This has now become problematic. When I ran my programme using Internet Explorer 11, i got an error from the console complaining about a security error in glwrap.js (line 2127, col 4). In this scenario, if i disable webgl, the image loads correctly into the sprite.

    When I was trying to replicate this bug in other browsers, i discovered that I could not get the image to load into the sprite with webgl enabled or disabled.

    Attach a Capx

    http://149.157.140.178/testcase/capx/image_import.capx

    Description of Capx

    single sprite which loads an image upon startup. image hosted on a website of mine.

    sprite is rotated 10 degrees each second, just as a check to prove the programme is running

    Steps to Reproduce Bug

    • load capx
    • run capx

    Observed Result

    with IE11 without webgl, the image is correctly loaded

    with IE11 with webgl enabled, there is a browser warning of a security error in glwrap

    with Firefox 48.02 with webgl enabled and not, the image is not loaded

    with EDGE 38.14393 with webgl enabled and not, the image is not loaded

    Expected Result

    image of a yellow sun replaces black box and is rotated

    Affected Browsers

    • Chrome: (didn't test)
    • FireFox: (YES)
    • Internet Explorer: (YES)
    • Edge: (YES)

    Operating System and Service Pack

    windows 10 professional (v1607)

    Construct 2 Version ID

    233 64bit

  • rexrainbow

    beautiful modules and a definite life-saver for a small demo i needed for work.

    i was wondering though if it was possible to put different color markers on the map

    The geomarker doesn't seem to have a color option for the marker itself.

    i noticed i could adjust the marker image by pointing to an URL, but i can't do that for individual markers

    have I missed something?

    thanks

    Rho

  • of course it would help if the link worked

  • so another way to do it is simply to say every 120 seconds, increment by one, using the system option. Add an upper limit of 100 and then it doesn't really matter anymore what the real time is.

    however this doesn't work if you are offline and you want it to recover between sessions, if that is what you're worried about

    if you're offline, do the following

    get the time from the last update

    get the current time

    get the difference

    stamina increase = difference / time-per-stamina point

    korbaach showed how to get the tie.

  • I know there are better ways to do it but one way to do it would be to have another image that is black everywhere else on the screen but is transparent in the middle... then you could just pin the image to your character.

  • I've been on/off working on something like this so well done on getting it working.

    one thing that is always worth considering is the configuration of your database. I've been using MySQL and using the default parameters I got a certain level of performance that was surprisingly slow. however I modified some of the parameters in the config file, around concurrent threads, memory usage, etc, and I got a factor of 10 improvement on the database response. There is a lot of stuff on the web but it can take a while to find it, but defaults are never optimum for anyone. And no, I can't say what the right parameter values are - it depends on what you're using the database for.

    of course this doesn't address the transport issues across the internet, but it definitely is a way of improving database performance.

    R

  • you should also try to say what the objective of the game is

  • it would be better to compare against a specific time from the device clock.. of course they could change that on you but it overcomes the issue of needing the app open. if you are sensitive about preventing user manipulation of the clock, use ajax to ping an internet-based time server.

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  • perhaps you should look at containers... each time you create a container, all the objects appear. of course you may need to re-adjust them if they are different in any way

    I agree with gumshoe, you can use just procedurally generate your layout using events.. then if you need the same layout across multiple layouts you can just wrap it up in a function and call it. it's really not much harder than placing them on the screen manually and at least using events you can be very precise.

    R

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rho

Member since 5 Aug, 2013

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