AVIX's Forum Posts

  • Problem Description

    Error popped up on undoing after autosave. Previously I had events an actions involving a family, then replaced them to a member of this family.

    Couldn't reproduce, so there´s no capx

    ---------------------------
    Construct 2 Check failure
    ---------------------------
    Check failure!  This is probably a bug:
    
    Active project has changed, but undo button has not reflected the new project's undo
    
    Condition: project == last_undo_project
    File: MainFrm.cpp
    Line: 1051
    Function: void __cdecl CMainFrame::OnUndoOne(void)
    Build: release 167.2 (64-bit) checked
    Component: Construct 2 IDE
    (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.
    [/code:ifsbteyg]
    
    Next message after hitting "Abort":
    
    [code:ifsbteyg]
    ---------------------------
    Construct 2 Check failure
    ---------------------------
    Check failure!  This is probably a bug:
    
    Object texture leak: a texture is still loaded when cleaning up an ObjectTexture, check all textures released properly
    
    Condition: gl_instances.empty()
    File: Projects\ObjectTexture.cpp
    Line: 33
    Function: __cdecl ObjectTexture::~ObjectTexture(void)
    Build: release 167.2 (64-bit) checked
    Component: Construct 2 IDE
    (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.
    [/code:ifsbteyg]
    
    [b]Affected Browsers[/b]
    None. C2 event view error.
        
    [b]Operating System and Service Pack[/b]
    Windows 7 Ultimate SP1 64bit
        
    [b]Construct 2 Version ID[/b]
    Beta r167.2
  • The time scale does not affect triggers. It does however affect the 'Wait' action, so 'Wait 0.2 seconds' will never complete when the time scale is 0.

    Great. I knew before I added the wait it was working; between all the tests I got confused...

    But now I don't now how to resolve the fact that in chrome the sprite doesn't position correctly when maximizing or restoring the window. Did you happen to see this other link? You can check with this same example tough. In Firefox works better, in IE the same as Chrome. In an android tablet with Chrome happens the same when rotating the screen.

    PD: Ups, just noticed there's a spelling error in the file name. Should be "posicionado".

  • Sorry to bother with this. I'm having doubts and issues I'm not sure how to resolve. I would like to know (if someone have the time to explain it to me, Ashley ?) how the time scale affects triggers.

    I have a function called on browser resize which creates and position a sprite over the viewport (more on this here) if it's in portrait (just to make sure it's played in landscape) and destroy it otherwise. I'm also setting the time scale to zero so as to pause the game. This brings some issues, because the function never gets called again. Is this how it's supposed to work? Why a mouse trigger works while timescale=0 and an on resize trigger does not? Is it a bug?

    Thanks,

    Juan.

  • Browser: On resized: Wait 0.1s, call function "position"

    Excellent! I knew there was a quick fix. Thanks.

    Nevertheless, don't you think it should work without waiting?

  • I'm trying to resize a sprite to match the viewport. I resize and position the sprite in a "On resize" event.

    the thing is that in Chrome browser doesn't work correctly and in Firefox it does most of the time with some glitches. Haven't tested in IE yet.

    One correction to the above (and the important thing): It works if I resize the browser window from the corner but it seems that the trigger doesn't fire correctly on maximizing and restoring the window

    I wanted to share this before I posted it to Bugs to see if I'm missing something.

    The capx: [attachment=1:20hhx215][/attachment:20hhx215]

    Thanks!

  • Thanks for the answers!

    I hope that plugins for the editor gets in the features queue. It would extend C2 capabilities amazingly

  • Yes, multiple instances. I've been looking at the Spriter plugin but I can't find where the magic is.

    What I want is something "simple": parse a json with references to objects and positions and recreate them in the layout view.

    Can anyone point me in the right direction (if it exists)?

  • I've been through the entire dev forum but I still am not sure. I've read that Ashley wanted to extend the capabilities of the SDK but I don't know what happened with that idea.

    Just to be clear, is it possible for a plugin create instances of an object edittime?

  • I'm not sure where to post suggestion, feature, improvements, etc...

    This is just a small suggestion for the Drag&Drop behaviour:

    Possibility to change axes in runtime

    I've encountered a few times the need to limit the movement on a particular axis on runtime. I know I can mimic the behaviour with events but Drag&Drop does a better job with multitouch.

    So basically I would add a new action:

    Set axes with a combobox with three options Both; Horizontal; Vertical.

    There's really not that much code to add since it's practically programmed.

    Thanks ASHLEY.

  • Link to .capx file:

    error undo.capx

    Steps to reproduce:

    • Start new empty proyect
    • Create 2 sprites
    • Test for Sprite1 on collision with Sprite2 (Until here is covered in the capx)
    • Replace condition -> Sprite1 -> On collision with Sprite1
    • Replace object -> Sprite2
    • Ctrl + Z or Click undo in ribbon.

    Observed result:

    Warning pops up.

    "Error performing undo: Event block has two triggered conditions. This is a bug, please report it!"[/code:18v22ggn]
    Then C2 sometimes crashes, if it doesn't it gets weird.
    
    [b]Expected result:[/b]
    No error and proper undo.
    
    [b]Browsers affected:[/b]
    Editor problem.
    
    [b]Operating system & service pack:[/b]
    Win 7 Ultimate 64bit SP1
    
    [b]Construct 2 version:[/b]
    r163(64bit)
  • Hello. I've searched in the forums for anything related to this and the only thing I found was something similar but with the Save dialog in r90.

    Steps to reproduce:

    1. Create or open a project

    2. Bring the export dialog

    3. Choose a network share (not mapped) for export

    4. Click next

    Observed result:

    If exporting for HTML5 a message says that the path for images doesn't seem to be valid.

    If exporting for Node-webkit the export fails.

    Expected result:

    Posibility to export anywhere in the local network.

    Operating system & service pack: Windows 7 Ultimate SP 1

    Construct 2 version: Stable Release (r152)

  • Thanks I think I understand what you're doing. I'll give it a try as soon as I can.

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  • Will the newly created car IN the loop be counted in the for each loop

    OR does it only go thru the already existing cars BEFORE the loop was called

    No it won't. The for each uses the SOL at the moment it starts the loop, it won't update the SOL while is running.

    Here's the manual entry

    Regards

  • keepee did you find a workaround for this issue?

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