Toby R's Forum Posts

  • In my case the bottom bar blink was for CW15. With CW16 I have a full screen white blink.

  • Cheers!

    BTW: was much more expecting that Magic Shapes could score some place rather than Blind Ship... That's a surprise!

  • May I ask where did you get this information from? I see no contest results yet.

  • Ah that's what you mean. So it triggers with SOL. I was sure it triggers each instance separately.

    Thanks a lot blackhornet!

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  • I know that Timer is queued - it is good. That's how it should be. But the function which is called by two different timers at the same time, is triggered only once - this is not good. Should be triggered twice.

  • Problem Description

    If a function is called twice in the exact same time (by two Timers for instance), it is executed only once. The second trigger is ignored.

    Expected behaviour would be to queue it somehow and execute function twice since it can behave differently based on parameters etc.

    NOTE: Timers are queued if they trigger at the same time, therefore I assume that not queuing functions is not intended behaviour but a bug.

    Attach a Capx

    https://drive.google.com/file/d/0BwT_0l ... sp=sharing

    Description of Capx

    On start of layout it creates two instances of "Sprite" object which has a Timer behaviour.

    Starts Timer for each sprite (both exactly on 2 seconds, once).

    On Timer: triggeres a function.

    Function simply changes the frame of the sprite.

    Steps to Reproduce Bug

    • Just run the project and wait 2 seconds.

    Observed Result

    Only one sprite instance has frame changed.

    Expected Result

    Both instances should have frame changed.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 10 Pro x64

    Construct 2 Version ID

    v. 227

  • I realized that preloader lacks one important feature - dependency. I've just finished rebuilding MM_preloader.

    There is no more option for sync or async mode. Instead it is possible to add dependency for each entry. For instance you can set dependency for "restore purchases" in a way that it will start preloading when "Store initialization" is done, not earlier.

    You can also give more than one dependency for each entry.

    In result the overall preloading is faster now because all entries starts preloading at the same time, but some of them (those with dependencies) wait until others (ones they depend on) are ready.

    There is also an option to set entry as the last one to be preloaded. Very useful for stabilizer.

    Adding an entry to the preloader is also a bit simplified.

    And here is the log-result of above example

    It is possible to preload any custom feature. Music, data, graphics, ...

  • Can you show any game you made so far?

  • (...) but when you see what's in store, it'll be well worth it, and we're not just talking about the game jam!

    Something interesting in store that everybody will be happy about? Construct 3?

  • For some reason some devices have this problem. Check for the solution here:

  • Do you have an InAppBrowser plugin added to your project in XDK?

  • Just finished new module for MoModth - MM_preloader.

    It is now possible to add any feature which requires initialization to the MoModth's preloader. Preload Ads, initialize store, preload sounds, load remote data or anything you have in your project. This module works with MM_stabilizer as well, so you are sure that the app will run smoothly once everything gets preloaded with nice looking visual progress bar (or any visualisation you implement).

    Module's API gives you possibility to easily add any custom feature to the preloader

    It also has API which lets you build your visual preloader with loading bar, loading circle, percentage text or anything you want.

    MM_preloader is the last module I add before the release. So now it's time to test everything out, finish alpha tests and API documentation. After that, beta tests start. I'll keep you informed .

    (It's almost ready! )

    EDIT: Ah! Forgot to mention that you can preload synchronously (next one starts preloading after previous is finished) or asynchronously (all entries start at the same time and finish whenever they're done). Swiching between synch and asynch is just a matter of one setting.

  • If it is already added to the project then you cannot add it second time. That's why it's not visible when you try to add plugin. It is now under the "Projects" tab among all other plugins which are added into the project. You cannot add it second time because LocalStorage is a global plugin. Once it is added you can use it anywhere in the project.

    EDIT: ah sorry.. didn't notice there is a second page of this topic and it's already answered.

  • I understand it is always a bit hard when you start with new toy (Construct 2). But once you get familiar with what is going on then you gonna love it.

    Functions in C2 are really very close to the ones in the "normal" programming. By adding the Function object to the project you simply informing C2 that you gonna use functions in general. It's not a particular function, but just a "schema", consider it like a class maybe or rather "include lib/function". I bet you get the point.

    So once you've informed C2 about functions you can create your own functions. Name them as you wish, you can call them whenever you want, send numeric and string params. As String params you can send data structures like Dictionary/arrays as JSON. You can even send "callbacks" in params. Functions also return a value if you need. So it is really very close to the normal function. The only one messy thing is that all functions are global, so you have to deal with this one issue. Oh and return value event doesn't stop the function. Apart of that functions are the essence here as in regular programming.

  • Cranberrygame's plugin pack has push notifications. But phonegap one is deprecated I believe. Still there is a Cordova one.

    http://cranberrygame.github.io/?referrer=edittime.js