Colludium's Recent Forum Activity

  • Here you go. I am slowly learning to use the SDK and this was a good lesson for me.

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  • Prompted by a request and my desire to practice my JavaScript, here is my latest (second!) plugin Fader. This is loosely based on the original Fade behaviour by Scirra, but with the following added functionality:

    Editor properties:

    Option to loop the fade indefinitely

    Actions:

    Pause fade

    Resume fade

    Condition:

    Fade is active boolean

    Expressions:

    Fade stage

    Fade progress

  • I haven't tried testing this is... Add a wait 0 to the first line of the on-created actions. I suspect that the event is triggering before the object is registered in the line of sight behaviour, so a small delay should fix the problem.

  • Or maybe not a giant N, but a lawyer with an N on its suitcase.

    Genius.

  • Problem Description

    If you delete a global layer in a layout where the global layer is not defined, a popup warning is given. The warning asks you to confirm that you want to delete all of the objects on the layer when the layer is just a representation of the global layer (that is defined elsewhere) and deletion of the layer will not affect the global layer.

    Attach a Capx

    Not required.

    Description of Capx

    N/A

    Steps to Reproduce Bug

    • Open blank project, duplicate Layout1 and add a layer to the new Layout2.
    • Set Layer0 to be a global layer in Layout1, then add a sprite to the layer.
    • Delete Layer0 in Layout2 and observe.

    Observed Result

    Popup warning.

    Expected Result

    No popup warning because the global layer is not being affected.

    Affected Browsers

    • N/A

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r241 64 bit

  • I'm not sure that c2 games that rip off Nintendo are a great indication of c2's versatility....

  • See Ashley's response here to a similar problem reported as a bug. Every time you change animation frame, or resize an object (as in your case), the physics body inside the physics engine has to be replaced.

    [quote:2yka3vxj]The Physics behavior treats a change of frame as destroying the physics body and teleporting a new one in its place (to take in to account changing collision poly, size, origin etc). Therefore animating objects keeps destroying the physics body you're applying force to.

  • Ashley - thanks. I must confess that I thought I was recreating a bug that was causing mobile browsers to crash when adding the data string to a dictionary object (the jank was so long it was breaking the multiplayer connection). I'm not sure how to reproduce it another way...

  • Sorry dude (is it just me..?!), but I have a new set of bugs now. Thanks for trying to fix this plugin!!

    Plugin of non-world type specified 'rotatable'
    
    Condition: !(plugin_type == era::pt_objecttype && rotatable)
    File: Projects\ObjectType.cpp
    Line: 37
    Function: __cdecl ObjectType::ObjectType(class Project &,class ObjectFolder &,class Plugin *,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,unsigned __int64)
    Build: release 240 (64-bit) checked
    Component: Construct 2 IDE
    (Last Win32 error: 0)
    [/code:34jfl13w]
    
    [code:34jfl13w]Creating a world instance from a plugin that is not of a world type
    
    Condition: object_type->GetPluginType() == era::pt_worldtype
    File: Projects\WorldInstance.cpp
    Line: 790
    Function: class std::unique_ptr<class WorldInstance,struct std::default_delete<class WorldInstance> > __cdecl WorldInstance::CreateFromXmlElement(class Layer &,const class xml::element &)
    Build: release 240 (64-bit) checked
    Component: Construct 2 IDE
    (Last Win32 error: 0)
    [/code:34jfl13w]
    
    [code:34jfl13w]Creating WorldInstance for non-world type
    
    Condition: object_type.GetPluginType() == era::pt_worldtype
    File: Projects\WorldInstance.cpp
    Line: 32
    Function: __cdecl WorldInstance::WorldInstance(class Layer &,class ObjectType &,unsigned __int64)
    Build: release 240 (64-bit) checked
    Component: Construct 2 IDE
    (Last Win32 error: 0)
    [/code:34jfl13w]
  • A problem:

    ---------------------------
    Construct 2 Check failure
    ---------------------------
    Check failure!  This is probably a bug:
    
    ACE table: Action ID duplicated in ACE table
    
    Condition: act_ids.find(id) == act_ids.end()
    File: c:\c2\source\exporters\html5\..\..\common\ERAHelpers.h
    Line: 238
    Function: void __cdecl era::ACETable::AddAction(int,int,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,void (__cdecl *)(const class era::StaticResult **,int,class era::StaticEvaluation *))
    Build: release 240 (64-bit) checked
    Component: HTML5 exporter
    (Last Win32 error: 0)
    
    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way.  Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports!  Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.
    ---------------------------
    Abort   Retry   Ignore   
    ---------------------------
    [/code:2mwquwn7]
  • jackblord - how did I miss your superb plugin?!? Just downloading it now - it could be exactly what I am looking for .

    Edit - unfortunately the plugin triggered a bug report in c2 and would not work.

  • It appears that there's a bug in the Browser object and a temporary solution can be found in this bug report.

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Colludium

Member since 26 Aug, 2013

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