Toby R's Recent Forum Activity

  • rexrainbow I know your plugins do not show error.

    I just pinged you there cause you use "cf_deprecated" flag alone instead of "cf_deprecated | cf_trigger" or "cf_deprecated | cf_none". So I just thought you'd like to change this. Nothing crutial though I guess.

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  • Globals 1.0 is now also available for C3.

  • His issue is "Action ID duplicated" which as far as I understand means that some plugin has the same ID for the action in edittime.js twice. It's not AirConsole for sure.

    Each action must have a unique ID so this is quite crucial bug that developer missed because previous versions of C2 were not rising those error notifications.

    mallorcaredes what you have to do is to remove plugin by plugin and each time restart C2 in order to reload edittime.js. Once the error message is gone than it means that the latest removed plugin was causing the error.

    The other way would be to read each plugin's edittime.js but that requires you to understand the plugin's structure.

  • > megatronx

    > Rable

    >

    > I use Toby's preloader plugin which makes it easy to preload what you need and get rid of that initial jank forever <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    >

    > https://www.scirra.com/store/construct2 ... oader-3620

    >

    20$ for something you can do in few events... don't think so.

    For several years there were tens (maybe hundread+?) of threads in regards of initial layout lag, layout preloading, layout preloading progress both in percentage and progressbar, etc... and all of them ended without a reply or with something like "it's not possible in C2".

    After a long and deep investigation of C2 engine source code I finally managed to make a plugin which allows you to easily do all the mentioned things and solve the frustrating related issues.

    If all what's possible with MM_Preloader is doable with "few events" then it would mean that I lack some serious piece of knowledge about C2 and wasted a lot of time making this plugin <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">.

    But I seriously doubt that and instead I think that you shinkan do not fully understand what MM_Preloader is and what it can do.

    I know it's not MM_Preloader's thread but let me just briefly say that MM_Preloader can preload (load into memory) graphic assets of specified layout with a single action. It scans the layout and goes through the layout initial objects list which is NOT possible with C2 events. It can load for instance 500 (or more) objects with a single action which is NOT possible with C2 events. It can also preload in the lazy way (with specified delay) and has some other features like preloading the C2 engine (which is possible with C2 events, but that's just an extra addition to the plugin, still much more comfortable with MM_Preloader than C2 events).

    If you have any questions please do not hesitate to contact me directly or in proper thread in regards of MM_Preloader. I'm very keen to provide any info and answer any questions.

  • Just to clarify... I confirm that rexrainbow plugins DO NOT cause this error. It was the AirConsole plugin and author fixed it already.

    I just pasted examples of official and Rex plugin using "cf_deprecated" flag alone as IMO it is an issue. Not like a crucial one but still "cf_deprecated" alone will behave differently than combined with "cf_trigger" which may cause unexpected behavior (issues with backward compatibility). So I just pinged Rex, as I believe he'd like to fix it in his plugins (I would).

  • mallorcaredes if you have the AirConsole plugin installed then please update to the newest version, I talked to the author and he already made a fix.

  • The lag of initial sprites loading is a common problem (especially on mobile devices). I made the MM_Preloader plugin to get rid of this lag . The plugin isn't free, yet it's an answer for such issues.

    Destroying the Sprite object does not release its image from the memory. So you can either toggle the visibility of instance of your sprites or create/destroy the instances. In both cases the memory use remains the same.

  • Globals 2.0 is now also available for C3 .

  • MM_Preloader v1.4 is now available to download both for C2 and C3.

  • Level — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-behaviours/level-3776

    <h3>What you buy here?</h3><div class="deshr"></div>

    • Level behavior for C2/C3.
    • Example capx

    <h3>What is Level behavior?</h3><div class="deshr"></div><p>It's a ready to use RPG-like level system based on experience points. Just add behavior to a character and then add or remove a particular amount of experience points. Behavior will automatically calculate total experience points, current level, notify on level up, etc.</p><h3>Features</h3><div class="deshr"></div>

    • Suitable for any game that includes character(s) with level up ability,
    • Very easy to use
    • Customizable experience scaling mode
    • Two built-in experience scaling modes: Progressive and Constant
    • Ability to set Max level
    • Ability to allow or disallow deleveling
    • JSON import/export

    <h3>Warranty</h3><div class="deshr"></div><p>This plugin does not rely on any third party libraries so it will never get outdated or broken. It does not use any DOM features so it will work on any platform and with any wrapper.</p><p>I'm a full time programmer, in case of encountering any issues, please send me an email, I'll fix it ASAP!</p>

    Use this topic to leave comments, ask questions and talk about Level

  • I went through all the plugins and there is none in my setup with ef_deprecated alone any more. Still I see the error and the only suspicious thing I see is cf_deprecated as I mentioned above.

    I understand that af_deprecated on its own is acceptable as actions do not have various flags. But could you explain why cf_deprecated alone is valid?

    If the condition was a cf_trigger once and then it got changed to cf_deprecated, then I guess the engine doesn't really know how to treat it - cf_none or cf_trigger? One will run the condition everytick (if true) other just when triggered so this is a huge difference that may break old project using deprecated conditions.

  • Great, I'm glad you managed to find and fix the issue. I would love to give it a try too but still no v1.4 on the store..

    I know :/. I have no idea why it takes so long. I already wrote an email to Scirra support. Hope they'll approve the files soon. Sorry for the delay, nothing much I can do except "rushing" Scirra guys withan email.

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Toby R

Member since 23 Mar, 2015

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