Jase00's Forum Posts

  • Steps to reproduce:

    1. Write a comment in an event sheet that uses TAB spaces

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Comment1.png" border="0" />

    2. Upon clicking off, the comment doesn't display the tabbed space (though it is still there if you click back onto the comment)

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Comment2.png" border="0" />

    Maybe I'm being nitpicky, but a bug's a bug. I did manage to confuse myself with some notes in a comment I had, I used tabbed space and ignored the fact it didn't actually display, but today got really confused at my notes til I clicked onto it.

  • newt <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Whilst I can't shed any light on helping you out, I do wanna say, that's an awesome lighting system!

  • I'd use many of the features personally. +1 !

  • C-7

    Interesting that you get a readable error! This crash still happens to me and it's good to see the bug almost becoming isolated!

    Looking into it, (I'm no expert but), this partiuclar line:

    Function: struct HICON__ *__cdecl ResizeBitmapToIcon(const class cr::vector2_base<int> &,class Gdiplus::Bitmap *,int)

    Gives me idea that there's some sort of problem with the way C2 generates icons? I guess Ashley needs to look at this rather than me taking guesses lol.

    EDIT: Didn't realise there was a new update, that changes some stuff to do with Icons!

  • I remember trying to "Preload" some sounds on my "Menu" Layout (Which has no music), then clicking a button on the Menu ingame to go to the layout WITH music, and it didn't play the sounds I preloaded. :(

  • +1

    I wasn't aware that the tint effect would impact performance, was experimenting with it recently as I will need something to colourise sprites uniquely. Rather not nerf performance <img src="smileys/smiley31.gif" border="0" align="middle" />

  • I only discovered this search function recently too haha

  • Oh yeah you're right, happening to me too. I think there's a section on the websites for Website issues.

  • I also have this bug. It happens on any project (with or without 3rd party plugins) after a long period of time of using C2 (like, an hour or so). It can be when anything happens;

    • Right clicking in event sheet
    • Right clicking object in the "Projects" section on the side
    • Half way through making animations
    • Clicking save one time did this, gave me the "Encountered an impropered" thing for a split second and didn't actually save and yeah.

    I generally save a lot now and close C2 from time to time to prevent it happening.

    My graphics card is an ATI Radeon 4800 series. Maybe it indeedly does relate to graphics card errors (Radeon cards?) as Ashley says.

  • When adding about 16 parameters using the Function object, I begin to not be able to see the "OK" button and can't add more parameters, and can't shrink the window of the functions to reach the "OK" button.

    I think it'd be a nice idea to throw in a scrollbar :)

    Bit of a random small request but still <img src="smileys/smiley36.gif" border="0" align="middle" />

    I know that the question "Why would you need that many parameters?" will come up. I'm sure there's other reasons than my own too, but yes, I'm making a cloning function that copies a specific characters contents over to a new character. I know there's workarounds like condensing all the data into a string and using tokens to retrieve it all, but come onnnn...scrollbars are awesome!

  • I would use the pathfinding behaviour if it could detect certain sprites rather than "solid" sprites only. Though I haven't looked into the pathfinding behaviour so it probably is already supported XD

  • Terraria lighting is definitely possible using WebGL, even possible without WebGL. But Actual shadow casting like in the game Gish, I don't think that's currently possible.

    You MAY be able to pull this lighting off using the Pathfinding plugin/behaviour (I haven't looked at Ashleys pathfinding myself so much), as everything is gridbased, though I'm not entirely sure.

  • Ahh I understand. You learn something new everyday <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/7765312/DeltaBug.capx

    Steps to reproduce:

    1. Have two different variables.

    2. One one of them, add 1 "Every 0.01"

    3. On the other variable, add 1 "Every 0.1"

    Observed result:

    "Every 0.1" and "Every 0.01" give different time results when using them. It appears that "Every 0.01" will count slower than "Every 0.1".

    When adding 0.01, the 3RD digit holds the Seconds, whilst adding 0.1, the 2ND digit is the seconds

    Also, whilst setting up this bug, I decided to add a second timer method that also appears to be completely out of sync. The second timer method is adding dt to a variable ("dt3"), and when "dt3" is >= 0.1 , it will add 1 to the miliseconds and reset "dt3" back to 0.

    This should logically add time up in the same way as the "Every" event, but this seems to not stay in sync with the Every events.

    There is also "dt4" checking if it reaches >=0.01

    I found this whilst trying to make a visual timer using sprites, I thought it was to do with the ordering of events, but found that I couldn't have accurate milliseconds if I add 1 millisecond (0.01) and can only add 10 milliseconds (0.1) to avoid being out of sync.

    Expected result:

    "Every 0.01" should be keeping synced with time.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Operating system & service pack:

    Windows 7 Home 64-bit

    Construct 2 version:

    r132