rhg1968's Recent Forum Activity

  • I have been working on an existing game for awhile, but if I try to create a new project Construct 3 always crashes. I have tried on different computers and I am never able to create a new project. I have wiped the browser storage and started from a clean re-download/cache of the application. The results are the same.

    I am using chrome 99.0.4844.51, windows 10 and windows 11, and R285.3.

    I always get the following error when trying to create a new project.

    Error report information Type: unhandled exception File: https://editor.construct.net/, line 0, col 0 Message: ResizeObserver loop limit exceeded Stack: null Construct 3 version: r285.3 URL: https://editor.construct.net/ Date: Fri Mar 04 2022 07:55:28 GMT-0500 (Eastern Standard Time) Uptime: 47.2 s Platform information Browser: Chrome Browser version: 99.0.4844.51 Browser engine: Chromium Context: browser Operating system: Windows Operating system version: 10 Device type: desktop Device pixel ratio: 1 Logical CPU cores: 8 Approx. device memory: 8 GB User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/99.0.4844.51 Safari/537.36 C3 release: r285.3 (stable) Language setting: en-US WebGL information Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium) Numeric version: 2 Supports NPOT textures: yes Supports GPU profiling: yes Supports highp precision: yes Vendor: Google Inc. (Intel) Renderer: ANGLE (Intel, Intel(R) HD Graphics 630 Direct3D11 vs_5_0 ps_5_0, D3D11-21.20.16.4574) Major performance caveat: no Maximum texture size: 16384 Point size range: 1 to 1024 Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

  • It could also be if you're behind a proxy. I have seen where most things work correctly from a proxy but it will fail to load the minimizer until you are no longer using the proxy.

  • Thank you.....

    I couldn't figure out why it was not defined. Works now :)

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  • It works with the ghost shooter but when I start a new project in the current stable release it doesn't appear to work. I will create a small project and submit a bug report

  • Just a quick question that I haven't been able to find looking over the documentation or example projects. I am just getting back into scripting but now there are modules.

    I have a sprite class that extends from ISpriteInstance in it's own module. Since modules are isolated it doesn't know what an ISpriteInstance is. Is there something to import for these definitions or can you not define sprite classes in there own modules ?

  • Aekiro

    My project is failing with to run as an HTML export if I use simple or advanced minification.

    To perform a test I created a simple project that didn't have anything in it other than PROUI v 1.7.7.5. I added a start on layout event to initialize it and that's it.

    It will work on export with no minification, but if I use simple or advanced it fails when you try to run the site.

    I was hoping you could take a look into this when you have time.

    Thank you

  • Aekiro

    There is a definitely an issue with the plugins revolving around the new modules mode of C3. If you have a project using classic js file loading it all works, but if you switch to import mode it fails when you export it. This can be seen I believe in all the exports, but you can see it in the HTML one pretty easily.

    I am using the latest C3 R32 and 1.772 of Pro UI.

    The error in the console is shown below.

    Uncaught TypeError: Cannot read property 'Plugins' of undefined

    at c3runtime.js:2563

    c3runtime.js:2322 Uncaught (in promise) TypeError: self.C3_GetObjectRefTable is not a function

    at C3Runtime._LoadDataJson (c3runtime.js:2322)

    at C3Runtime.Init (c3runtime.js:2316)

    at async RuntimeInterface._InitDOM (main.js:39)

    at async RuntimeInterface._Init (main.js:27)

  • No not all. Sorry if it sounded like that. Its for the plug in developer. It has to do with the project setting in the advanced part. If you select classic, which then doesn't use Javascript imports, the error goes away and it works.

    I am using the new import way in my project so I can't switch back to classic. I am hoping the developer can take a look and provide an update.

  • Adding to the post before about the game not loading, it appears to be related to having modules selected for the project. If you select classic then it works, but otherwise you get

    Uncaught TypeError: Cannot read property 'Plugins' of undefined

    at c3runtime.js:2563

    c3runtime.js:2322 Uncaught (in promise) TypeError: self.C3_GetObjectRefTable is not a function

    at C3Runtime._LoadDataJson (c3runtime.js:2322)

    at C3Runtime.Init (c3runtime.js:2316)

    at async RuntimeInterface._InitDOM (main.js:39)

    at async RuntimeInterface._Init (main.js:27)

  • I appreciate the response but I'm not talking about the ternary operator.

    I'm talking about

    let test = obj?.prop1?.prop2;

    Allowing deep property checks automatically returning undefined if anything in the chain is undefined instead of checking each item in an if statement

  • Does the scripting feature in events support optional chaining ?

    It gives an error when attempting to use the ?. operator.

    Thanks

  • Would have to see more of the actual code to help. I set text like that in script without any issues

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rhg1968

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