corlenbelspar's Recent Forum Activity

  • Last time I took the webGL test in Chrome after I started using Construct 2 (which I forget the link to now) it said I passed everything so I don't think so. This also happened for my friend at the time who was co-programming the game with me and he had no webGL issues either.

  • Problem Description

    [attachment=0:2jlcnyog][/attachment:2jlcnyog]

    Attach a Capx

    [attachment=1:2jlcnyog][/attachment:2jlcnyog]

    Description of Capx

    Hopefully it shows the severe rendering error that I have been experiencing for the past year or more of releases from Construct 2. I only included this because you guys absolutely refuse to investigate issues if a related CAPX isn't included.

    Steps to Reproduce Bug

    • Open the CAPX.
    • ???
    • Profit.

    Observed Result

    The stuff renders stupidly as if there's some webgl effect applied to its layer when there isn't. Scrolling the editor makes it bend and warp in different ways. Sometimes scrolling the editor with other layers visible fixes it. Sometimes it's just stuck like this forever.

    Expected Result

    I expect things to render correctly.

    Affected Browsers

    • Chrome: N/A
    • FireFox: N/A
    • Internet Explorer: N/A

    Operating System and Service Pack

    Windows 7 Home Premium 64-bit, Service Pack 1

    Construct 2 Version ID

    r179, though this has been happening for a year or more of releases now and I finally got fed up with it.

  • It'd be cool if the if object is on screen condition could specify by how many pixels it's on screen from the edge of the screen. I noticed this condition saves a lot of processing time as opposed to checking all four edges of the screen with the object's position.

  • Basically when you start up the CAPX, go off the right side of the screen and watch what happens. I want it so the white space doesn't show at all when the camera object lerps to the next screen. This would mean it'd need to move down first to align with the next screen boundaries and THEN it needs to go right. How do I pull this off?

  • I don't know if it's possible and/or practical since my game mainly relies on keyboard input. Gamepad input you have to activate in the options well after the game's begun. It was kinda weird though, my generic PS2-like gamepad was detected immediately whether I pressed a button first or not which is why this 360 controller threw me off. But that thing was messed up in Node-Wbkit. Button 1 didn't even register for example and the analog stick button that swaps it and the D-Pad would register as button 1.

  • Yeah I will have something like that. Thanks for letting me know.

  • Huh that's a weird way of doing things, yeah it shows up in the detectable gamepads count now. Is this just Node-Webkit and Chrome behavior or is it happening for the gamepad itself for any game at all? Just for future reference and so I can mention it in my game's documentation if it's Node-Webkit/Chrome specific.

  • I just got a Rock Candy XBox 360 controller recognized on my Windows 7 64-bit. Now I have the problem of it not being recognized in Chrome or Node Webkit. Any solutions or information I can provide to better help reach a solution?

  • Wish I had access to a Windows 8 computer but no one I know has one other than the guy I mentioned and he doesn't live near me anyway so I can't easily test the issue. I will see what I can do to rectify this issue and post a follow up thread later. Thanks for letting me know.

    I got rid of the function calls anyway and use purely variables now which is apparently more efficient than what I was doing so that maybe has corrected the issue. I'll have to see.

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  • I would share a stripped down version but I don't know how to strip it down easily at this point or in a way that would leave the error in the CAPX since I have Windows 7 myself. It's worked fine on all computers except this one person's who has WIndows 8.

  • Maybe it's the fact I made all button presses on the keyboard and gamepad do function calls so I didn't have to duplicate the code for the controls?

  • Someone I know recently tested our game built through node webkit on Windows 8. The inputs didn't work for them at all. Is this because I have to specifically build a Windows 8 build so people with that OS can actually play the game?

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corlenbelspar

Member since 14 Aug, 2013

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