lucid's Forum Posts

  • Excellent. Thanks for the help.

  • Ashley - thanks for the info. Do you know of any workarounds for the C2 runtime I can look into to use in the meantime? Can I route it through the runtime somehow in C2 as well?

  • Thank you for taking the time.

    It seems the XMLHttpRequest is never triggering onreadystatechange. I'll have to look into this further.

  • - You're right he told me there was an issue with iOS. Your report is more specific though. Can you please test something for me? If not we will be able to test this on our end tomorrow.

    Backup your current scml plugin, or redownload after the test, as this version is just for this test and not suitable for normal use.

    capx

    c3addon

    Basically just, the text should say "none" because there's no initialization event. After that, touch or click anywhere to see if "none" changes to 1 (subsequent taps should increment the number). This will help me see if the issue is with the event trigger or the XMLHttpRequest. I suspect it's the latter, but this will confirm it.

  • - do you know if it's the same for C2, and C3?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • pinellos - we wanted a cross-platform, high-performance application framework. We used Qt for the original Spriter, but there was a lot of fighting with Qt to make it behave like a graphics/game engine under certain circumstances. With Unity, there're no degrees of separation when it comes to real-time graphics or game-like functions. Also, we wanted to limitless flexibility with the UI to do something that isn't at all like traditional application UIs. I guess the short answer is, for our larger vision, we needed a game engine and not an application framework.

  • Just a heads up. The first Spriter 2 feature test build is live. There is already a second build waiting for approval, but for the time being at least, it seems upload approvals are taking longer than they used to. It is available as an alternate download for those who purchased Spriter Pro on the Scirra store.

  • Just a heads up. The first Spriter 2 feature test build is live. There is already a second build waiting for approval, but for the time being at least, it seems upload approvals are taking longer than they used to. It is available as an alternate download for those who purchased Spriter Pro on the Scirra store.

  • 1-2-2019

    • Fixed a bug that prevented events from triggering
  • The bug is fixed now

    • Fixed a bug that prevented events from triggering
  • pirikos could you please send an email to mailhzd@brashmonkey.com with this issue copy pasted, along with the Spriter project (the scml and scon files and images zipped together), and we'll take a look.

    also everyone - The first feature of Spriter 2 is available for testing if you own it through the BrashMonkey store or Steam (check either place for the Spriter 2 Testing subforum). It will be available for those who got it from the Scirra store as well as soon as the new version is approved. This usually takes about a day or two, but as soon as I know it's approved I'll update this thread.

  • TheRealDannyyy - the one form the database. Thank you. I forgot to update that link. I'll do that now.

  • > Morganov - ok. This one should work. I have no idea how it worked when I tested it.

    >

    >

    > As for Spriter 2 - still on track for a late, late 2018 alpha release.

    After the Alpha Release, will the Spriter 2 Runtime for Construct 3 Runtime follow?

    I'm not sure how soon it will follow, but the intent is absolutely to have a full feature Construct 3 runtime for Spriter 2.

    Thanks for the help Mikal . Glad you got it working Morganov

  • Morganov - ok. This one should work. I have no idea how it worked when I tested it.

    As for Spriter 2 - still on track for a late, late 2018 alpha release.

  • Morganov oh! Is that with the latest beta of C3? I think I jumped the gun and it requires features from the beta. If you can check that it works there for you as well, I'd appreciate it.

    To remove the plugin, you can use the addon manager in safe mode:

    To use Safe Mode, add ?safe-mode to the URL, e.g. editor.construct.net/?safe-mode. Note all third-party addons are disabled in this mode. You should immediately open the Addon Manager, uninstall the problematic addon, and then restart Construct 3. Be sure to remove the ?safe-mode part of the URL to re-enable loading third-party addons.

    It is not recommended to open any projects or try to do any actual work in safe mode: it exists only so you can reach the Addon Manager dialog to uninstall the addon.