plazatin's Forum Posts

  • Thanks for the suggestion. Makes sense if that's the case. I just ended up doing a simple css workaround to preload the images. Works in my case since I only have a few images. Might not go so well with bigger projects, so your solution is better. Will try and test it one of these days.

  • Anyone? I've tried requesting the files with Ajax, but even on completion, there's still a delay or flicker on the first load. Ideally I would like this to be included in the initial game preloader. Is there no way and do I just resort to preloading with css/javascript?

  • Is there a way to preload these images? When using the HTML element, I often notice a delay when loading the image for the first time. I read in the forum that adding to the offline.json should do the trick. I checked it, and my images are on there. Yet for some reason, there's still a delay.

    You'll see this in action in my game WatchTrader:

    construct.net/en/free-online-games/watch-trader-41994/play

    When you load the game, the logo sometimes gets delayed. Or when you first see the watches in the main screen table, they take a moment to load.

  • Double check your actions. You have an animation set every tick. Your very first event. It's conflicting. Remove that.

  • Just as ampbeetle said, enable loop in your animation.

  • You have your background set as a solid. As a result, your character is always colliding with it, not moving. Disable the solid, it should work.

  • I made a game based on Dope Wars (the popular trading game from way back when). I used to think that UIs was one of Construct's weak points, but this is no longer the case with HTMLElement. Tables are no longer a headache!

    construct.net/en/free-online-games/watch-trader-41994/play

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  • still no access

  • Oh, I've only just recently started testing with the HTML element. Are you saying that when you scale the layout, the html element doesn't scale with it and therefore wraps because the content such as text is now larger? If so, I remember when I was messing around with it that you need to have the element on auto-size, and all units on em so it scales accordingly to the parent. I haven't used chartjs, but assuming I understood your problem correctly, you might need to override some of the styles to use em instead of px.

  • I was looking at Eren's github page, where it is still cbhash_release_r70_1.0. Thanks for the link of the updated plugins with modules support. Also, I see that you were actually the one who updated CBHash (https://www.construct.net/en/forum/construct-3/plugin-sdk-10/erens-ported-plugins-modules-159391/page-4)-- Thank you!

  • Thanks dop2000! I just installed the later version that you provided, and it worked.

    For future reference, where might I get the latest version of addons? The one in the Github ported repo was outdated.

  • Not sure if this is what you mean, but if you just don't want the text to wrap to the next-line, you can use white-space: nowrap in your css. You can also throw in text-overflow: ellipsis if you want an the dots if a text is cut off and doesn't wrap.

  • The image doesn't seem to be showing up.

    In any case, the error is

    0cad078c-9a23-4d6f-8622-4b7263fb65b0:39 Uncaught (in promise) ReferenceError: rstr_md5 is not defined

    at CBhashInstance.hex_md5 (0cad078c-9a23-4d6f-8622-4b7263fb65b0:39:31)

    at CBhashInstance.MD5_hash (a9b0bba8-5e4e-4941-8065-e361d32b38da:23:28)

    at Action.RunSingleAct_2params [as Run] (action.js:12:410)

    at EventBlock._RunActions_ReturnValue (eventBlock.js:27:65)

    at EventBlock._RunAndBlock (eventBlock.js:24:220)

    at EventBlock.Run (eventBlock.js:21:212)

    at EventBlock._RunSubEvents_SolWriterAfterCnds (eventBlock.js:30:212)

    at EventBlock._RunSubEvents (eventBlock.js:29:132)

    at EventBlock._RunAndBlock (eventBlock.js:24:246)

    at EventBlock.RunAsFunctionCall (eventBlock.js:37:489)

  • Hello. I used CBHash for C3 and couldn't get it to work. I thought it was my implementation, but even the demo throws the same error:

    Any tips on how to make CBHash work on C3? It's been 3 years since the last activity on CBHash. Are there alternatives if it has been abandoned?

    Tagged:

  • Hi Mikal,

    Stumbled upon this, looks very promising. I've had Spine for quite some time now but never really had the chance to use it yet. I've also just recently started messing around with Construct as well, so apologies if my questions seem uninformed.

    In this particular post regarding SpineBBoxGetPoly with mesh for collisions, am I correct in assuming that you can have multiple bounding boxes?

    In my one of my experiments, I have a platformer that has a sprite pinned on it. The sprite has image points that dictate the position of the hitboxes, while the Collision polys act as the hurtbox. This works, but is quite tedious for bigger projects given that there's no way to import points. Also, there seems to be no way to display collision polygons. I could make use again of the image points, but again, that's quite tedious.

    So now with your Spine plugin, I was wondering if:

    (1) I could use multiple bounding boxes, one for hit, one for hurt

    (2) It appears I can also key and animate bounding boxes in Spine. If so, then perhaps I can skip using the Sprite object altogether even when doing frame by frame animations, and have it use the same system for hit and hurt (instead of the Sprite + Image Points). If this is possible, would it have performance issues?

    Add SpineBBoxGetPoly expression returns poly points in JSON format of named slot/bounding box attachment. Use with C3 Spine Mesh to create a very accurate Bounding Box in C3.

    SpineBBoxGetPoly expression returns poly points in JSON format array of named slot/bounding box attachment. Use C3 JSON object to parse and use points. The points are returned in top level JSON array [x0,y0, x1, y1,…]