byondisoft's Recent Forum Activity

  • Prominent: About the mirror/flip issue, I was able to do it by having to adjust the Canvas.X subtracting the width.

    Maybe this helps: https://www.dropbox.com/s/24io9jstjh6t3 ... .capx?dl=0

  • Oh, all of those color palletes and pixelations.

    That is awesome as always,

    All retro game projects can benefit from that.

  • Looks very nice!

  • Hmm, I may be getting this wrong but it also happens before exporting.

    Just resize the NW.js window or maximize it when testing and you'll see the black borders.

    I had to research but the letterbox integer scale keeps the aspect ratio.

    Maybe you need the letterbox scale instead.

    There's an explanation here by ASHLEY. Not sure it helps you in this matter:

  • Just to add some information, this appears to be caused by line 2990 in the audio/runtime.js file.

    context["listener"]["setPosition"](this.listenerTracker.obj.x, this.listenerTracker.obj.y, this.listenerZ);[/code:4z6hp0i1]
    
    Not sure why it affects the object's movement though.
  • Problem Description

    "Unacquire Target" action in a "onShoot" condition displays error message

    Attach a Capx

    https://drive.google.com/open?id=0B2syU ... klMNlJBY0E

    Description of Capx

    If the "Unacquire Target" action is called from the "On Shoot" condition the below error message is shown:

    "Javascript error!

    Uncaught type error: Cannot read property 'x' of null

    http://localhost:50003/Turret_behaviour.js, line 390 (col 40)"

    By looking at the code, onShoot trigger is called in line 387, executing the UnacquireTarget function

    and setting "this.currentTarget = null".

    After that, in line 390, since it returned from the trigger with a null object, the tick loop

    tries to access the currentTarget.x property of this null object. I hope I was able to explain

    it properly. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    To fix it, just replace lines 390 and 391 with an extra validation:

    // checking again if the currentTarget exists after the onShoot trigger was called

    if (this.currentTarget) {

    this.oldTargetX = this.currentTarget.x;

    this.oldTargetY = this.currentTarget.y;

    }

    ____

    Steps to Reproduce Bug

    • Create an event that acquires a target after a click or touch
    • Create a "on shoot" turret condition with a "unacquire target" action.

    Observed Result

    The message error above is displayed

    Expected Result

    No error message

    Affected Browsers

      [YES] Chrome: (YES/NO) [YES] FireFox: (YES/NO) [YES] Internet Explorer: (YES/NO)

    Operating System and Service Pack

    Windows 7 x64 SP1

    Construct 2 Version ID

    Beta r232

  • That's very interesting to know.

    This is a predictable error that may often happen.

    Two letter variable names are things from the past.

    The minifier predicts correctly that noone else in the world is using those.

    Amirite?

  • That is awesome. We are stronger as one.

    Now let's all go to Finland and sell some C2 licenses.

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  • I just tested with the Platform Plus behavior and it has that bug as well.

    I was trying some easy workaround but haven't found any.

  • Have you tried deleting the temp folder manually in "%WINDOWS_DRIVE%\Users\%USERNAME%\AppData\Local"?

    The folder will be named as your project.

    Some weird stuff happened to me in the past when I updated NW.js and that fixed it.

  • Yeah, this recent blog post gives a good overview of the state of HTML5 performance.

    I can't believe I missed that post.

    I always had faith in HTML5 games and the increasing improvements that are being done along the way.

    Well, in some of my recent tests with small demos, I exported some of them to Android and they ran just as well as most native APK games I have installed.

    The continuous support to cordova/webview is really exciting.

    Also, Intel XDK had a great update over the past few weeks.

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byondisoft

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