Colludium's Forum Posts

  • 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.

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

  • Problem Description

    Perhaps related to this other bug report. Change a global layer to not global, there is no prompt to permit a save of the new editor state. Change the layer back to global and the 'new' state (which is now the same as the one opened) can now be saved.

    Attach a Capx

    capx

    Description of Capx

    One layout with some layers.

    Steps to Reproduce Bug

    • Set Layer 1 to global in properties. Save the game.
    • Change Layer 1 to not global, observe save option.
    • Change Layer 1 back to global, observe save option.

    Observed Result

    Changing global layer back to not global does not trigger a save option.

    Expected Result

    Changes to the game should trigger a save option.

    Affected Browsers

    • N/A

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r240 64 bit.

  • Problem Description

    Dictionary and Array object variables. If you change the variable value in the editor (object properties) then the change is successful but the editor does not permit a save of the new game state.

    Attach a Capx

    capx

    Description of Capx

    Contains an array and a dictionary.

    Steps to Reproduce Bug

    • Change the array Variable1 value; observe the save icon does not permit a save of the change.
    • Change the dictionary object Variable1 value; observe the save icon does not permit a new save.

    Observed Result

    As above.

    Expected Result

    Changes to an object variable should cause the editor to permit a save of the game.

    Affected Browsers

    • N/A

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r240 64 bit

    It exists only in directly calling a function by actioning the function object. However, if you set a variable using Function.Call("name", params) then it doesn't auto-complete the name.

  • Thank you for highlighting that tool - it's awesome!!

  • - sorry to say that I gave up because I couldn't figure a way of setting the opening folder dialog. Instead I opted for asking the player to drop a file into the game window instead. Won't work for kiosk mode though!!

  • Awesome and really useful plugin - thank you!

  • I assume you meant "--disable-devtools" ....

    Lol - yes - late night copy/paste fail.

  • There's some great info on the front page.

    I have one correction to offer - if you download the "Normal" version of NWjs then you don't need to add --disable-direct-composition to the "chromium-args" properties (the SDK simply does not exist and cannot be summoned in the Normal build by right-clicking or pressing F12 - ref (build flavours)).

    ...and I have a question. When disabling vsync (by adding --disable-gpu-vsync to the "chromium-args" properties) how can I then change the fps that the game is being run at to, say, 144 when my monitor refreshes at 60 Hz? I don't observe any difference to fps with the argument set (solidly 60) and that happens with or without a system minimum framerate being set.

    Thanks.

  • Problem Description

    Loading a small sprite image from UserMedia.SnapshotURL is very quick. However, any attempt to save the data in text format causes a game to hang / jank and is, consequently, unusable for storing snapshot images as data.

    When I copy the in-browser / Inspect Element / Sources / sprite-default-000.png as a data URI it takes approx 1 sec to obtain the data string, hence why I consider this to be a bug in c2.

    Attach a Capx

    capx

    Description of Capx

    The UserMedia object is used to transfer a snapshot to a data string or image, depending on your selection.

    Steps to Reproduce Bug

    • Snapshot to sprite, observe (no discernible) delay.
    • Snapshot to text, put the kettle on....

    Observed Result

    There is no delay when transferring image data from the SnapshotURL to a sprite, but there is approx 15 seconds (in Chrome) of hang-up on my i5 laptop when transferring the data string to a text object.

    Expected Result

    Converting an image to a data string should not cause a game to freeze.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Edge: (YES)

    Operating System and Service Pack

    W10 x64.

    Construct 2 Version ID

    r240 64 bit.

  • digitalsoapbox - bah! I fear you could well be correct! Nothing's mentioned in the manual... and although MS has blogged about this being in their Edge roadmap, it may well still be over the horizon.

    There I was looking for an export option that didn't rely on Chrome and it's (since 2014) vsync / jank problems.

  • Problem Description

    The Multiplayer plugin does not connect to the signalling server in MS Edge.

    Attach a Capx

    capx

    Description of Capx

    A simple capx to log into the signalling server.

    Steps to Reproduce Bug

    • Run the layout.

    Observed Result

    The message stagnates at attempting to log to the signalling server.

    Expected Result

    The plugin should log into the signalling server.

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Edge: (YES)

    Operating System and Service Pack

    W10 x64.

    Construct 2 Version ID

    r240 64 bit.

  • Maybe the lessons / workarounds listed here could be put into a tutorial and linked from the front page...?

    Anyone with >5000 rep could then edit the tutorial as the info evolves over time - thus making it a good summary of the advice contained here (and doing that would save newcomers from having to read the whole thread for occasional gems of info, like the Steamworks thread). I could write one but it won't be until the weekend at the earliest (and it was TheRealDannyyy 's excellent idea to begin with....).