Colludium's Recent Forum Activity

  • Thank you for these - very useful!

  • SecondDimension - thanks! I made the mini-map using the Paster plugin. With the map display selected on, once every second I moved the Paster object to the background layer and positioned it to the center of the layout. Then I expanded its size to that of the layout and used a For-Each loop to paste each of the map group objects (planets and the sun) onto the Paster object. Finally I then shrank it down and moved it to the HUD layer. All of that is no problem and can be done in one tick at a rate of once per second with no game fps effect - I've had similar good results doing it inside cocoonjs...!

    So, your platform mech was really good - did you create your own from scratch or did you just modify the built in behaviour?

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  • Thanks Ashley!

  • SecondDimension - Your game was simply excellent!! It brought a tear to my eye to see what can be accomplished in such a short time - respect!!

  • That was a lot less stressful than the last time. I hope you find it fun to play...

    Crack The Market

    It's a fight / trade / steal / get robbed space adventure (of sorts)....

  • It sounds like a double-trigger problem - although they shouldn't happen for such inputs like mouse/touch events they clearly can and do on some platforms / browsers. The way I've settled into getting around this is to have a variable like "Time_Next_Input". At a trigger-input event I set it to add 0.25 sec to Time_Next_Input. The trigger events have a condition to check that time<Time_Next_Input for any subsequent events to take place. That usually does the trick - I hope that this makes sense?

    The touchstick problem sounds like it might be a driver compatibility issue. If you use the Windows own driver then try installing the manufacturer's own software and driver; conversely, if you already have the manufacturer's software installed, try uninstalling it and then letting Windows find its own driver (if it can) when you plug the device in. A different but still compatible driver might fix the problem. A free program Revo Uninstaller can save hours of headache if you need to uninstall bespoke manufacturer programs. Hope this helps!!

  • Regarding the changing layout problem: it's difficult to guess what might cause this, but here I am having a go anyway so I hope I don't waste your time.... It seems possible that the click/touch event is either firing twice or registering on a subsequent layout, causing this mayhem. Add a time check variable to your events so that you delay checking for a second click until, say, 0.25 sec has elapsed from the previous.

    I cannot help with the other problems - sorry!!

  • Are you running the game with Full Screen in Browser set to off in the project properties? I've noticed some weird layout / layer scaling properties recently - this could be related if it is.

  • Colludium Where should I use this code?

    Your licence key for this application

    Base64-encoded RSA public key to include in your binary. Please remove any spaces.

    MIIBIjANBgkqhkiG9w0BAQEFAAOCAQ8AMIIBCgKCAQEA8npyg9AeqmLSXakXf2MGMX6ZqaEf3VWS........................

    I have never used that code on my apps... There are a couple of tutorials that cover what you need to do in good details. This one here looks very good. I know it all seems a bit mysterious at first, but once you've followed the steps a couple of times then things will start to make sense.

  • , you can use different keystores for different apps, but you must use the same keystore as the original when you update an app to a newer version.

  • zatyka - Nice work on the video!!

    OK, pre-jam check-list completed. Family - pre-warned, coffee - stocked up, chips n dips - too many for one person to reasonably consume in a week, spare mouse battery - check....

    I'm hoping for Connected Worlds. I have no idea what I will do if it comes up, though!!

    Good luck to everyone!

  • Problem Description

    These problems may be associated with each other, hence this double bug report.

    bug 1. When running in IE11 the Browser : Request Fullscreen does not function (the blog here states that this api should be supported).

    bug 2. When running in Node Webkit, the Browser : Cancel Fullscreen causes the window to resize but the center of the viewport appears to be the origin instead of the center of the layout. This only happens if Fullscreen In Browser is set to Off.

    Edit to add that 1/2 way through my Ludum Dare game and I cannot use Fullscreen in browser set to off - for some reason it scales the layout down to something like 0.9 scale. Weird - might be associated with bug 2.

    Attach a Capx

    [attachment=0:2v4w2cir][/attachment:2v4w2cir]

    Description of Capx

    The capx opens a Fullscreen Off display 800x450 with some expanding instructions and a sprite to click. Select the browser to test and run the layout. Click on the sprite to toggle the window between Browser : Request Full Screen and Browser : Cancel Fullscreen.

    Steps to Reproduce Bug

    • Bug 1. Run in IE11 and click the sprite - the browser does not go full screen.
    • Bug 2. Run in Node Webkit; click the sprite to go full screen then click the sprite again to cancel full screen and you see the display centers on or near the origin instead of the middle of the layout.

    Observed Result

    As above.

    Expected Result

    The browser object should expand to full screen and should cancel full screen correctly.

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (YES)
    • Node Webkit: (YES)

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r178

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Colludium

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