Nitro187's Forum Posts

  • Ok, so I made this plugin... and today ran into a weird situation that hasn't happened on any other of my projects with this plugin. So I have a trigger that is called, when you perform a certain action. When this trigger from within the action is called, it does, but funny things happen. Here's an example:

    Lets assume a Sprite has an instance bool "hair"

    A Specific Sprite.Hair = True
    MyPlugin.CallFunction       (at this point, my function calls back with "MyPlugin.Trigger"
    [/code:3jfna26x]
    
    [code:3jfna26x]Conditions:
    MyPlugin.Trigger    // it triggers....but.....
        >   Sprite.Hair = True  (grab the only Sprite that has a Bool that = True)
                 > Action:  Perform whatever.[/code:3jfna26x]
    DOESN'T WORK... It doesn't SEE any Sprite.Hair as = true... even though it's there!!! 
    
    Now.... if I leave it as this, it doesn't work.... but only with this one function, no matter how many times I try renaming it, moving it around in edittime, or whatever.   It's very odd... HOWEVER... if I change my conditions to this:
    
    [code:3jfna26x]Conditions:
    MyPlugin.Trigger     ->  Wait [b]0[/b] serconds,  then Call Function "Wierd"
    
    On function "Wierd"
     >    Sprite.Hair = True  (grab the only Sprite that has a Bool that = True)
    
    Action:  Perform whatever.[/code:3jfna26x]
    THAT WORKS????!?!!!!!  WHY?!?!?!  NOW it see's it? Why not earlier?  I don't understand.  Shed some light perhaps?
  • Nitro187 - the only difference I can see from those logs is when it's moving around the backupN files it gets "SHARING VIOLATION" for one of them. But then it goes ahead and carries on anyway, which is why I don't understand why it hangs, it appears to show it continued after that and it must be hanging somewhere else.

    Does this only happen if you have your actual .capx file in your Dropbox (or Google Drive) folder? You don't need to do that to back it up, just set one of your backup folders to the Dropbox and as you work on your local .capx it will copy it to Dropbox from time to time anyway. I'm pretty sure that backup process only copies a single file in one go, so it should work with these file syncing apps.

    I honestly never use the backup folder options in the preferences.... those are just set to default. It never really occurred to me before that I could just turn off backups all together - which would remove this issue... but also leave me vulnerable too. This happens when I have everything saved in the same directory, like it would normally. I never save a .capx in the same directory, the youtube video shows that just to show you the bug occurs with caproj's only. I guess it would just be awesome if there was a cancel button to close that window, so you can 'try again' or something. If that's not possible, I guess I'll just have to disable backups completely unfortunately.

  • Awesome.

  • Is the trigger function throwing the error? What does alert(this.runtime.trigger) give you?

    Edit: you can call the function but since the calling function isn't part of the instance object, "this" isn't an instance so it doesn't have this.runtime.

    If your object only ever has one instance you could add a global var that you set in your onCreate function to be "this", then you can use the var instead in your function.

    R0J0hound: Sorry about the wait... when I do the alert, I get this:

    [ ] CONSOLE: TypeError: 'undefined' is not an object (evaluating 'this.runtime.trigger')

    [ ] CONSOLE: Error: TypeError: 'undefined' is not an object (evaluating 'this.runtime.trigger')(0) thrown; Sorting... (0) from ()

    So... same thing. And in my OnCreate, I have this : var self = this;

    Yet, at times, I STILL need to remind it that self = this, cause it forgets throughout the project. But even then, it still doesn't work on this particular situation.

  • I'm really hoping in the next beta this has been addressed.... fingers crossed.

  • Anyone have any idea why this is happening? I've come back to this, and running into the same issue. I can't show the entire function, it's almost impossible. This is essentially what it looks like:

    I've added a listener, to point to this function:

    instanceProto.OnNetworkConnect = function (evt)
    if(evt.type === "Network Error"){
        console.log("Network error");
        this.runtime.trigger(cr.plugins_.WiiU_Private.prototype.cnds.OnNetworkError, this);
    }
    [/code:2ap13qfk]
    
    It displays the console log "Network error" and then goes on to say  : Error: TypeError: 'undefined' is not an object (evaluating 'this.runtime.trigger')(0) thrown; Sorting... (0) from ()
    
    And I already have this defined as well:
    
    [code:2ap13qfk]	Cnds.prototype.OnNetworkError = function ()
    	{
    		return true;
    	};
    [/code:2ap13qfk]
    
    I have also tried:
    
    [code:2ap13qfk]var self = this;
    self.runtime.trigger(cr.plugins_.WiiU_Private.prototype.cnds.OnNetworkError, self);[/code:2ap13qfk]
    
    ...with no luck.
    
    If I add a console.log, with the actual function (cr.plugins_.WiiU_Private.prototype.cnds.OnNetworkError) , it actually outputs the entire function in text... so it's not like it's undefined... for some reason, C2 isn't picking it up properly.
    
    Anyone have any ideas?
  • I'm trying to wrap text within a certain size of a text object.... and here's my issue:

    My text object must only be 200x100 pixels big.... if the text is set to wrap by character, it looks like this:

    NOTE: THIS ONLY HAPPENS IN NON-WEBGL MODE. IT WORKS AS EXPECTED IN WEBGL HOWEVER.

    ____________________________

    |This is just a test. This is j|

    |ust a test. This is just a te|

    |st. This is just a test. This |

    |is just a test.                       |

    --------------------------------------

    If I do it by word, it looks like this:

    _________________________

    |This is just a test. This is|

    |just a test. This is just a |

    |test. This is just a test.   |

    |This is just a test.           |

    -----------------------------------

    Now... that's great.... BUT... if I had this instead of the text I mentioned: "abcdefghijklmnopqrstuvwxyz0123456789", it shows up like this:

    By character:

    _________________________

    |abcdefghijklmnopqrstu|

    |vwxyz0123456789         |

    -----------------------------------

    By word:

    _________________________

    |abcdefghijklmnopqrstu|vwxyz0123456789

    |                                          |

    -----------------------------------

    Even though the text object's width is still set the same.

    Attach a Capx

    [attachment=0:2sfhsbtt][/attachment:2sfhsbtt]

    Description of Capx

    This CAPX has WebGL disabled. Try viewing it in the Debug layout - you'll notice it stretches beyond it's width.

    Operating System and Service Pack

    Windows 7 Pro 64bit with Chrome & IE

    Construct 2 Version ID

    r195

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  • Amazing... thank's so much Aura.... worked like a charm!

  • Still does it on v195.... but I have some new information that may be helpful to you; it's the process monitor output of Construct2... so you can see exactly what it does... and I did the output for all 4: .Capx with and without a lock, and .c2proj with and without a lock.... so you can see where it hangs, etc. (Only hangs on the ProjectLocked)

    I hope this helps you in finding this pesky bug. Looks to me, that even though it sees a sharing violation\locked file... it attempts to use backup0, and then reverts back to backup1 on again later on in the saving sequence.

  • Overly aggressive anti-virus? Maybe heuristics detects temp files and deletes or locks occasionally when shouldn't?

    Just thinking out loud. #tryingtohelp

    I don't use antivirus.... never have, never will.

  • Perhaps there is some other software installed that is conflicting with this.

    Perhaps Dropbox and Google Drive both cause the issue... I've never used Dropbox before, but another user had the same issue. I only seem to have this problem when Google Drive is running, so I don't really know.

    I had a problem over the weekend, where backup1 was not accessible, and Construct2 said it couldn't rename backup1.tmp to it, and that I should report it... so you're definitely right on that part... but I can't seem to figure out why this happens... as you can see in the video, I can make it happen on command.

    Is there no way to add a 'cancel' to the save process? Even a timer, that if it has taken over 2 minutes to save, to come up with a box saying "This save is taking longer than it should... do you wish to cancel?" or something? That way people can double\triple check everything before saving again... or worst case scenario, save in a different directory completely?

  • Problem Description

    No right click context menu in sprite editor on multi-monitors

    Steps to Reproduce Bug

    • Connect more than two displays
    • Open sprite editor on the third display
    • Try right clicking anywhere

    Observed Result

    A context menu does not appear like it does on the first and second display

    Operating System and Service Pack

    Windows 7 SP1 64bit

    Construct 2 Version ID

    r192.4

    You can even put the sprite editor between the two screens... right click on the one half that's on monitor 1 or 2, and it works, right click on the monitor 3 portion, nothing shows up.

    Not a huge deal... but when you work with 4 monitors, it becomes a pain when you are constrained to only two. (first world problems.....)

  • Hey man!

    However, there doesn't seem to be any Angular damping in your plugin... The one on the left is Chipmunk, the one on the right is the default physics behavior. For some reason, the chipmunk one constantly speeds up faster, and faster, rather than staying at a constant speed. (Give it some time, you'll see it's very apparent)

    The two black lines are there for collision purposes... (I don't want them colliding with the propeller). The default physics plugin has the ability to disable, or enable specific objects, rather than settings layers, which can cause a problem... but so far it hasn't...

    Lastly, I'm guessing the Concave polygon support is what you mean for the behavior it has with colliding with the ball? I notice chipmunk does not support collision polygon's... so perhaps that's why it's not interact the same as I was expecting.

  • I'm a bit confused on how the torque works... check out this example:

    [attachment=0:1gf6rdrq][/attachment:1gf6rdrq]

    The one on the left is with the default physics behavior... I obviously haven't done much in this example for Chipmunk... but I'm just curious if there is anything I can do to mimic this? Note, the black dot is there for you to drag over to the spinning 'propeller' to stop it from moving.

    There is no 'apply torque'.... only 'set torque'.

    Ideas? Thanks!

  • Is it that no one knows, or no one wants to share? Or those who do know, haven't seen this yet?