cjbruce's Recent Forum Activity

  • Problem solved with the following workaround:

    1. Load a dummy image first.

    2. Next, load the desired image.

    This seems to work consistently. I still have no idea why I can't consecutively load the same image into a sprite.

  • sonofbryce, thanks for finding that thread. It looks like VMWare seems to be the most reliable, with Virtualbox great as well.

    How does Construct 2 look on a retina display?

  • Update: I was able to detect when the image doesn't load by detecting when the image height = infinity (>100000).

    The problem now is that the image will always load the first time, but if I later try to load the same image, all subsequent reloads of that image will fail until I leave the layout, load a different image, then go back to the layout and try again with the first image.

    [attachment=0:3r8dw6ii][/attachment:3r8dw6ii]

    The same problem occurs whether I am working on a desktop or an ipad.

  • I have several hundred images included with the package as project files. For whatever reason, some of them are intermittently failing to load. Sometimes they work and sometimes they don't.

    My workaround is to try to reload the image if the image load fails.

    Is it possible to get a callback when an image fails to load from URL? I would like the system to automatically try to load the image again, rather than requiring some user input if the image doesn't appear. I tried to detect failure based on the size of the image (set size to 0,0, load image and resize to image size, then detect if the size is still 0,0 -> if so, then image failed to load), but my technique didn't work.

    Any ideas?

  • I'm having the same issue in cocoonjs. I am loading several hundred images as project files. Some of the images are coming through, while others aren't. I'm wondering if it has something to do with the number of images I am trying to load?

    They load just fine in the cocoonjs launcher webview, but some of the images aren't loading at all in "Canvas/WebGL".

  • I've been using a 2011 11" macbook air for iOS development for the past few years. It is the bare-bones 2011 Core i3 model with 2 GB of ram and a 60 GB solid state drive. It is still as fast as the day I bought it (SSD and a lack of antivirus software really help!). It blows my "faster" windows laptops out of the water in everyday use.

    My only problem is the drive space. I run Adobe Fireworks, Text Wrangler, xcode, Dropbox, and that's it. Every time I update xcode or the O/S (currently running on Mavericks) I have to delete a bunch of stuff then put it back on again. I am constantly bumping up against the 60 GB limit.

    No matter what you buy if you buy new you will be able to run everything just fine. A new machine with 4 GB of ram works great. 8 GB is even better. Just make sure you get enough drive space to put your stuff on. 128 GB is probably fine, while 256 GB will give you plenty of room to grow for a long time.

  • Hi all,

    I am looking to replace my aging 11" macbook air for iOS and web development and my bulky Dell laptop for high school teaching use and to consolidate them into one machine. A few questions about running Construct 2 on a mac:

    1. I have seen other people running Construct 2 on VMWare and on Parallels. VMWare seemed like it had fewer issues (there seemed to be a problem with tiled backgrounds not tiling in preview on Parallels?). Does anyone have any experience with this?

    2. Does anyone have any experience with running a retina display in Construct 2? I read on a few forums that windows and retina don't play well together.

    Pros and cons

    11" macbook air - I LOVE this form factor. The size is perfect for carrying between classes, as the device fits perfectly in a single hand along with a stack of papers. In addition, the solid state drive allows me to get 87 seconds of work done if I have 90 seconds between bells. The battery life is a little short though.

    13" macbook air - This one has a bigger battery and a bigger screen. More pixels would be nice in Fireworks and Construct 2. But is it too big? I'm not sure

    13" macbook pro retina - This one is even bigger still. I'm worried that it would be too clunky to carry in one hand with papers from class to class. I like the idea of double the pixels, but I'm afraid the screen density wouldn't play well with Construct 2.

    Does anyone have any experience with running Construct 2 in a virtual machine? What about a retina display?

    Please understand that windows-based machines are not an option.

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  • blackhornet, You are a genius. Thank you!

    On a side note, I am looking to recreate superscripts and subscripts within a spritefont. Would it be possible to remap the higher character codes to glyphs that correspond to subscripts and superscripts of the standard alphabet? It seems like this should work just as long as there are at least (26 letters x 2 + 10 digits) = 62 unused character codes available to be remapped.

  • [attachment=0:2gvk959a][/attachment:2gvk959a]

    Here's the .capx. Thank you so much for your help on this!

  • [attachment=0:1yhbjxnp][/attachment:1yhbjxnp]

    This is what is displaying. Note the lack of the ? character in the spritefont, and the big gap between the capital "I" and the capital "J".

  • I stole your sample and added a bunch of new characters as shown below:

    [attachment=1:1pbe1dou][/attachment:1pbe1dou]

    When I run the .capx above, some of the characters don't show up at all. My initial thought was that Spritefont can only handle characters in a very limited character set. For example, ? (T) shows up just fine within the text plugin, but not at all as a spritefont.

  • blackhornet,

    I just noticed your comment about not all the characters in the set showing. I am trying to create a completely custom character set, but only about half of them show at runtime. Is this because the widths are set incorrectly?

    I am using GiveYourFontsMono, and all characters are showing there, but some are missing at runtime.

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cjbruce

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