Rable's Forum Posts

  • rexrainbow

    I updated the plug-in (only the runtime.js has been updated if I'm correct) and tried the capx I submitted in my previous reply, but it's still not working for me.

  • rexrainbow

    Thanks for your reply.

    After investigating, the problem only arises when resuming with the built-in audio plug-in and setting the sound at 0dB. In that case, it seems impossible to play the music again with the built-in audio plug-in

    When resuming with the audiohelper plug-in, everything seems to work just fine.

    Here is a capx if you're interested. But I'll just use the audiohelper plug-in to resume from now on, so no urgent fix needed as far as I'm concerned.

  • Hi rexrainbow ,

    For your information, I encountered the same kind of bug we were talking 5 replies above this one while using the "pause" with fade out functionality of Audio Helper. It works fine with "stop", but "pause" still make the tag to be shut down forever.

    Cheers and thanks a lot for your hard work!

  • Thanks a lot for the replies, really helpful!

  • Hi everyone,

    Is there a way to somehow allow an HTML5 game to automatically reset cache at the start of the game, so that the previous versions are ignored?

    Or any workaround that would automatically load the latest version of the game if the player already played an older version of it on the same address (changing the address is not an option) and that older version is still in the cache?

    Thanks!

  • Hey, thanks for the reply and the suggestion. In any case it seems to be quite a lot of work to do this simple thing. I guess that's the only way to do it though, so I'll make that list of all groups.

  • Hi everyone,

    I have a big game and I scratching my head about how to make the "go back to main menu" feature simple.

    The first obvious step is to reset all global variables, but as far as I know all the groups will retain their current activation status if the player doesn't quit the game, which causes problems. I can't find a feature such as "reset all groups to default activation status", do anyone know if it is hidden somewhere? Or is it a workaround?

    Worst case scenario I have to review all the code and manually reset hundreds of groups, with possible bugs if I forget just one, which I'd like to avoid.

    Thanks in advance for your help!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Thanks for the reply. I've been using

    Keyboard.StringFromKeyCode(floor(random(42)+48))

    for the last 2 years or so to generate random characters, but your option is probably simpler.

    I suppose the index should be random(0,25) (instead of (0, 26) ) in your example, though?

  • You definitely should check this.

    https://www.scirra.com/store/construct2 ... lugin-3679

    I use it in a project and it's well worth the price.

  • Thanks rexrainbow for the super-quick port to C3! I wasn't even expecting Pause_dt behavior would be already ported! Great job! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Now I just need the SCML plugin to switch to C3, but I think & lucid are waiting for scirra to release this : https://github.com/Scirra/Construct-3-bugs/issues/510

    more info here:

    https://brashmonkey.com/forum/index.php ... nstruct-3/

  • Thanks for the info. Good to know.

    One last question, is the exported version going to work just fine or should I reduce the number of animation to avoid any problem?

  • I made additional tests, it indeed seems to have a upper limit of animations allowed to be able to preview the project. Exported projects seems to work fine though (could this be confirmed by someone from Scirra?) but not being able to preview is quite annoying.

    For NW.JS preview, the limit is around 5796 animations. It seems that 5796 animations always fails, while 5792 animations always work.

    I've made a capx with 115 object of 50 animations each (49 are empty), and one object (Sprite 116) of 46 animation (total 5796), so you can test for yourself. Please note that despite the huge number of animations, there are only 2 sprites when exporting the project, as I used the duplicate animation and clone object to create them. The exported project is thus very small.

    With Browser preview, the animation limit seems higher. With around 7500 animations, preview with Chrome and Edge doesn't work for me (just duplicate object in the capx to have the desired amount of object), but I didn't notice a limit to preview with Firefox, even with 8000 animations.

    As a side note, Construct 3 previews perfectly even with 10,000 animations.

  • Hi everyone,

    I’ve got some problems in C2 preview (R244). The loading bar is red and the preview never starts. After doing a few tests, I noticed that when I deleted some animations of some newly added objects, the bar gets blue again and the preview works.

    I tried recreating those objects from scratch, implementing all the animations again, but the problem is still there. Even weirder, if I delete the 2 problematic animations, then create new animations that have the same name (but are empty), the problem shows up gain, and disappear if I delete these empty animations.

    I thought it could be the memory use, which is really high, but if I delete those animations, it work even if the memory use is higher than another file with the 2 animations in, but cropped so that the memory use is lower. That last file has always the red bar.

    Lastly, recreating the object from scratch (it was a clone of a similat object that has no problem) and reexporting the images from Photoshop doesn’t help.

    I did a very last test, and deleting a completely unrelated object actually solves the problem. Taking all this into account, it’s like my project reached the maximum allowed number of animations (??). Is there any kind of such limits? Ashley , could this be possible?

    Any idea about how to solve this?

    [Edit]

    Previewing with NW.js doesn't work but previewing with Chrome does work. This is worrying as the game is planned to launch on Steam using NW.js. :-/

  • Hi rexrainbow ,

    I didn't find anywhere the C3 version of the behavior Pause (Pausedt) associated with the Pause plug-in you made for C2 and C3. Is the C3 behavior available somewhere on the web? Else it could be another entry for your lengthy to do list. ^^'

  • brunopalermo

    Nice! I didn't thought about that but it is a much simpler solution.

    Thanks for that!