AnD4D's Recent Forum Activity

  • Yes, I've seen it happen in Chrome, Edge, Firefox, etc... However, it's hardest to manage in OBS.

  • Saying that, I'm actually getting a slightly different error now.

    My program grabs a log file from a website. If the file contains specific data, it does something with it. Once done, it deletes the file on the server via a php file I set up.

    I can run the software, see the action take place, then check out my server to see that it is indeed deleted.

    HOWEVER, when I restart the program, it somehow finds and downloads that data AGAIN! Even though it's deleted from my server. How is that possible? Is it somehow grabbing from a cache instead?

  • I was excited to see someone had the exact same issue I had... 5 year ago (?!?!?), and was very quickly disappointed to see that they didn't have a decent resolution.

    See here

  • To clarify, the software appears to download correctly, as the version number is changing, but it's not downloading the new images and overwriting the old ones.

    I get something like this:

    Is there any reason why it wouldn't replace the old images?

  • Has anyone comes across any issues with their game not downloading the latest version of their code when stored online?

    I found this thread from 3 years ago, where Ashley says "That probably means the server caching settings are wrong, which is the problem you should be solving instead." but I've tried 3 different web servers and still get the error from time to time.

    I often run my code from OBS's Browser plugin, which seems to store cache indefinitely, which is a pain, but when I do download the latest version of my code, all of the sprites are wrong, as though it's loading from the wrong spritesheet.

    The only way I've been able to fix this is to delete the offline and sw files, forcing a new download every time, but this is far from an adaquate solution.

    Anyone experienced anything like this before? I'd love to finally have a solution.

  • Anyone know how to do this? I'd have thought it would be built into Construct already.

    I know there's a plugin that is said to do this... but IMO it's not very good/useful. Even in their example, if you have a precreated tilemap, then edit it in realtime, it DESTROYS your previous work.

    The plugin is old, so there's a chance Scirra have added in this somewhere, and I'm just not spotting it.

    Tagged:

  • Thanks! I'll either set it up to stop the layout from being changed during those waits, or I'll rework it to get it to work without the waits.

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  • Yeah, this is my time consuming solution, which I'm trying to avoid.

    At the moment my code reads as:

    A > Wait > B > Wait > C Wait > D

    If I manually add in a timer, it'll need to read:

    A > If Var = A & Counter = 0 > B > If Var = B & Counter = 0 > C

    Etc... etc...

    I was hoping there was some way that construct maintained the wait, even between layouts.

  • If I have something happen at the start of the layout, then add in a WAIT 10 seconds command and trigger something else... if I change the layout before those 10 seconds have passed, the event chain breaks.

    Is there a way to stop this from breaking? I mean, I understand that it makes sense the way it is, but on my program, it breaks things.

    Is there a way to make the eventsheet global, somehow? So it runs on its own?

    I can think of ways around this, but they require a massive amount of effort :( Had I thought of this being an issue ahead of time, I would have planned for it... but I'd rather know if there was a quick and easy solution to my issue, before I have to tear everything apart and essentially re-write 200 events :(

    EDIT - In before someone tells me about shared events sheets. This sheet is already shared.

  • Occasionally I use multiple saves of the same project to compare code, backups, etc.

    How can I see which project is which? Say I have 2 of the same projects open, one called Save01 and one called Save02, but Construct refers to both as "Save", after it's project name.

    I want to find out which is Save02. How do I do that without closing the project and reloading it, and manually keeping track?

    The same goes for the open recent tool. It only shows the names of projects you've recently OPENED. So say I open Save74, do a load of work on it, then save it as Save75, close Construct and come back the next day, only Save74 appears in my recent list.

    The number of times I've continued working on an older save, only to realise that Construct simply hasn't updated the Recent list is getting to the point where it's frustrating, to say the least.

    Add that to the inability to find out which project is which save, and it's a big mess. Simple changes for very useful improvements.

    While we're at it, let's throw in the fact that when you try to load a project, a big cancel button appears... which gets locked out from the loading process... which then vanishes once it's loaded. Why is that cancel button even there if it's going to get locked?

  • When I try to send an image using multiplayer in preview mode, it works, but when the game is hosted online, the data doesn't actually get sent.

    I assume it's because the path isn't actually correct.

    Does any know how to get this working?

  • In Construct 2, if I ever wanted to make a local multiplayer game using gamepads, I would have a for 0 to 3 loop occur, then my action would read similar to the following:

    (Gamepad.Axis(loopindex, 0)

    This used to mean that which ever gamepad moved, it would control the sprite. This allowed me to then add in addition events that would determine which character moved.

    However, in testing this out on Construct 3, when a loopindex is used, the sprite remains still unless my for loop is 0 to 0.

    Am I missing something? I'm certain this used to be acceptable.

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AnD4D

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