tarek2's Recent Forum Activity

  • I did the same test in auto mode with R236 and it did go through 1000 Attempts and it didn't fail even once so I think ist been fixed.

    The only thing that I'm thinking is if it's been fixed by accident it could come back in the future if they didn't find the source of the problem so I hope it doesn't.

    Here is the capx if anyone wants to do more test, is the same one that Grimmy posted just modified it to go in auto mode

    https://www.dropbox.com/s/qn8wlxusyr2j1xx/ajax-fail-example_3.c3p?dl=0

  • I Love when you open to trying new tech to improve the Engine that gives a lot of hope for the future even if it fails but at least you try, which gives more trust and security that you trying all in your capabilities to improve your engine.

    PS:

    I hope you can try new tech for the "Android" side swell as is much needed desperately as it's deteriorated quite a lot recently. :)

    Thank you for your hard work

  • I took the example that "Grimmy" posted on page 2

    And I can confirm that it fails with (Worker On or Off) but it took a lot of tries to start failing at first and it was more random instead of waiting the 30secs as the instruction mentioned.

    Example:

    My failings fail after just wait 1 sec or 2 or doesn't matter how many I just keep travelling from one layout to the other until it fails, some times takes more than 50 tries back and forwards but it will fail 100% on all the attempts, at least for me I manage to reproduce it like 8 times.

    Another note is that when it fails it will fail forever even if you change the layout and come back it will still fail every time, so it will reset only if you hit preview again.

    I hope they can fix this issue as urgent as possible as a lot of users heavily use Ajax like me or it will brake many Games.

    Error that C3 prints on preview:

    Console Error:

    ========================================

    Video Worker mode On:

    https://www.dropbox.com/s/0s5jym4zi2zeqj1/ajax%20fails1.mp4?dl=0

    Video Worker Mode Off:

    https://www.dropbox.com/s/xz8tsplr62nsmdr/ajax%20fails2.mp4?dl=0

  • You can add a few Actions:

    -Event 12 after you create the laser you can add a move in front of the enemy Action for that lasers

    -Event 18 you can add an action move to the Top of the layer to the enemies so the new enemies they are always on top of the layer as if they where Spawned

    Like this:

    https://www.dropbox.com/s/vazqidentphzjsz/lasers3.capx?dl=0

  • OMG WOW!!!! I seriously didn't expect you to create everything for me...! THANK YOU SO MUCH YOU ARE MY HERO

    I almost feel guilty to use this lol

    No worries it was easier for me to make it than if I had to write it down as it will be some back and forwards explaining. ))

    Glad you fixed

    Ho I upload yesterday the capx that I didn't clean by mistake so you have there a few conditions that it doesn't do anything really, if you can redownload please from the same link, I apologise for that, it should be correct now. Is the same thing I just removed the two conditions from event 14 as it was meant to calculate the laser (Width & Angle) from the enemies but I changed the last minute to calculate it from the laser (X,Y) instead, as they were pinned anyway avoiding extra checking.

    Good Luck

  • I see

    I didn't know you had problems with the movements swell

    You can Pin the objects and set the Angles

    Here's one way of doing it see if it helps:

    If I understood when the player touches the little circle (PowerUp) you create the laser for all the enemies on the screen and after 3 seconds you destroy the enemies that were touch by the laser only, plus the lasers, but not an enemy that came after.

    https://www.dropbox.com/s/t2943jh9wti041t/Lasers.capx?dl=0

  • You have Picking Problem

    You create the lines in a separate event >>>> Event 22 But you don't link the enemies to that lasers so it doesn't know to who belongs to

    On Event 24 you have the same Picking problem as you pick all the enemies in one go but you don't specify which lasers belong to which enemy unless you have the objects in containers.

    So the best thing to do is make all the events in one, for example in the function event 22:

    Enemy is on Screen

    ">>>>>>Sybevent": For each Enemy: Create the Lazer + Move the actions from event 24 here, after the action that creates the laser + also you can add play the music action here so it plays for each enemy or if you need to play the sound just once then move that action outside the loop but inside the function.

    Not sure why it will work on debug though as it should fail swell.

  • This is a html5 engine, which thoise consoles do not run. IT is not related to Construct.

    I know the guys at Ratalaika port C2 and C3 projects (and a lot of other software) into PS4, XBOX, Switch etc. They are working on PS5 as well now.

    Indeed I know

    I think the point that GeorgeZaharia was trying to make is that you don't have to rely on anyone if somehow was possible that the consoles add support for Construct.

    Xbox had support before so I think could maybe one day possible if you keep trying, who knows, the thing is it doesn't hurt to try and also if he tries and they deny Ashley could have already the probe for any future threads like this as he can show them that he already tried and there is nothing he could do but if they accept everyone wins, its a win-win situation.

  • +1 To what GeorgeZaharia said

    I think that is the most logical thing to do and the option that has the most higher chance to succeed as it comes from the Owner of the engine by himself so will have more weight on their eyes as it means that you commit to doing anything to support their platforms.

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  • I tested exporting the same capx but this time I used C3 Build service that exports C2 projects that have Plugins and the results exports normally and installs normally on the phone without any issues.

    Following this guide:

    https://www.construct.net/en/tutorials/using-c3-build-c2-mobile-22

    So This means that only happens when I export from C2, weird I never had any problems before

  • Hi

    I start having errors today from Xcode that doesn't let me build Cordova app exported from C2, I tried a few different projects that they use to build just fine and I didn't change anything on them.

    Does anyone know why this is happening?

    Here some error messages from Xcode:

  • Whooa!! this is soo cool BH Thanks for sharing )))

tarek2's avatar

tarek2

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Member since 26 Jan, 2016

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