Jase00's Forum Posts

  • Cool, pretty funny how a handful of glitches may have been fixed from fixing one bug :P

  • Sure!

  • you actually can preview as exe, though it takes a little setup. All you need to do is make a node webkit application that goes to the preview URL via the browser object at the start of the layout, then when you're working on the game you want to preview as exe, press preview, close the browser it brings up, then open the node webkit exe. Now when you hit preview it will update the node webkit window with one click instead of another browser.

    ...Wow <img src="smileys/smiley41.gif" border="0" align="middle" />

  • Your latest error:

    Uncaught TypeError: Cannot call method 'loadTexture' of nullhttp://localhost:50000/Particles_plugin.js, line 70 (col undefined)

    It mentions the particles plugin :P

  • I originally meant to make a report for a different bug mentioned in the jumpthru thread, but I couldn't reproduce it so I think it could have been fixed! Or maybe it has been effected from another glitch <img src="smileys/smiley36.gif" border="0" align="middle" />

    This bug has been biting me when I design levels with two smooth-shaped objects side-by-side, I suppose it's not easy to decide with this one as some people would want it to follow the jumpthru shape all the way, whilst others would want it to walk along the top of all of them. Hmm.

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/7765312/C2/PlatformerErraticJumpthru.capx

    Steps to reproduce:

    1. Run Capx

    2. Run along the jumpthru slopes, and randomly you may fall down them

    Observed result:

    Should consistantly run along the slopes

    Expected result:

    Random falldown.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r136

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/7765312/C2/PlatformerPushPixelDown.capx

    Steps to reproduce:

    1. Run capx

    2. Run right and notice the Text object I strategically placed there

    Observed result:

    When running under a jumpthu whilst on a jumpthru AND the top jumpthru is low enough, you will sink a pixel in the ground.

    (This prevents the player from being able to jump in my project, as the players jumping ability is reliant on if they are "On Ground" or not. <img src="smileys/smiley11.gif" border="0" align="middle" /> )

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Newpushdown.png" border="0" />

    Expected result:

    Shouldn't sink

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r136

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/7765312/C2/PlatformerJumpThruY0.capx

    Steps to reproduce:

    1. Run Capx

    2. Hold right

    Observed result:

    The VectorY appears to reset to 0 when colliding with the side of the jumpthru

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/jumpthru.png" border="0" />

    Expected result:

    Player should just fall without fall speed being affected

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r136

  • Hey Ashley,

    This bug happens on only one project, which is my most biggest project, and I'm not able to empty it out as it makes the bug harder to execute when a project is empty... But I'm pretty certain this is just a Construct 2 bug, and not a capx bug! I took the time to make a video of it, I hope this is considered useful! <img src="smileys/smiley16.gif" border="0" align="middle" /> :

    youtube.com/watch

    Steps to reproduce:

    1. Make sure all tabs are closed in the opened project

    2. Double click a layout

    3. Instantly, whilst the layout is loading, hover mouse over an Event Sheet.

    (I'd like to note that, when repeating this bug for video, it had crashed when hovering the mouse over the actual visual layout area that was loading, rather than an event sheet, though I haven't retried this)

    Observed result:

    Crash

    Expected result:

    Nothing

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r136

  • Yeah I agree with this.

    A half-workaround is using subevents like

    +Key "Z" is pressed

    OR

    +Sprite is touched

    --(Subevent)--+PlayerSprite is on ground

    --------------=Simulate player jump

    I think the one problem with this workaround though is you cannot place Trigger events like "On key pressed" inside a subevent.

  • Ashley , Sure thing! I''ll post all of them when I get a chance or if someone else does it first. <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Grave

    Ah nice! I tried getting around it by deactivating, changing widthheight, wait 0.0 seconds, then reactivate, but it would reset back. Your addition of the "Set Sine movement to Size" does the trick. Thank you very much <img src="smileys/smiley41.gif" border="0" align="middle" />

  • Below "Enemies Has lineofsight to Players", put a "For Each Players".

    I think.

    :P

    Edit: Actually, maybe:

    -For Each Enemies

    -Enemies Has LineOfSight to Players

    -For Each Players

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  • Hey :D

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/7765312/C2/BugSineWidthHeight.capx

    Steps to reproduce:

    1. Run Capx

    2. Notice the Sprite with the Sine behaviour on it

    3. Click the button

    Observed result:

    Nothing happens

    Expected result:

    The Sprites original size should take on the sizes given when using "Set Width/Height". Sure hope this can be fixed simply, as I use the sine behaviour for sprites that need to be resized dynamically. :(

    Browsers affected:

    Chrome: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r136

  • Arima This is getting mentioned everywhere all the time :P

    ...

    ..

    .And since it is getting mentioned again, I'll rethrow in that I get better performance as of last time I checked, when the game is windowed, and even better performance if I shrink the window. Changing from Areo and whatnot doesn't seem to affect it noticeably in my experiences... :D It's not my immediate goal to have, but I have friends with puny computers and would love for them to be able to comfortable check out my game :P

  • If you shrink the image down to 64x16 in the Construct 2 animation editor, then you will save memory (and loose quality :( )

    If you are loading it in, and NOT shrinking it in the animation editor, and shrinking it down in the events/layout editor, then it will still be using the original 512x128 image in memory. (Though the payoff is that it's high quality, so if you ever resize the sprite to be bigger again in the game, it will look smooth rather than pixelated)