Karentzos's Recent Forum Activity

  • Construct team should take a closer look on this. Maybe the team can suggest to buy this plugin and turn it into a built-in. If everything works as promised this plugin will not be just another plugin, it will be a game changer. UI creation is the most missing feature for Construct engine. Except from creating complex UIs for games, this also giving the opportunity for Construct users to create web applications.

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  • FYI once SVG rasterization is complete, SVG Picture draws exactly like a Sprite. The performance difference probably only comes from SVG Picture calculating if it needs to rasterize the SVG larger if the object is being displayed bigger (which it won't if everything stays the same size, but it still has to check).

    Does this mean that we can improve performance if the svg file size is the same as the svg object? My svg files are 28x28 in size but my objects are 180 x 180. So does this change in size increase the time for rasterization?

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  • In case this occurs on other users. I found a solution. I am using Spline plugin. Before changing layout I have:

    1) Cleared all path points

    2) Stopped all movements

    After that, I can change the layout without any issues.

  • I am aware of bug report, but you have to understand that this only works on occasions where the project is limited in size and complexity. When it come to big projects there are several issues:

    1) You cannot upload the project because you dont have the permission from your company.

    2) You cannot break the project because it is extremely complicated and big. Also, Construct engine favors the use of hard coded parts (that the reason there is no way to reuse code or event sheets you have written from other project files).

    3) It is an Instant Game which currently runs with bulk Facebook data that only when you have special permissions you can login and run.

    That said, I have exported the game without any minify, and that is the message:

    c3runtime.js:154 Uncaught (in promise) TypeError: Cannot read property '_GetLastCachedZIndex' of null

    at a (c3runtime.js:154)

    at Array.sort (<anonymous>)

    at C3.RenderCell._EnsureSorted (c3runtime.js:154)

    at C3.RenderCell.Dump (c3runtime.js:154)

    at C3.RenderGrid.QueryRange (c3runtime.js:157)

    at C3.Layer._GetRenderCellInstancesToDraw (c3runtime.js:160)

    at C3.Layer._DrawInstances_RenderCells (c3runtime.js:160)

    at C3.Layer.Draw (c3runtime.js:160)

    at C3.Layout.Draw (c3runtime.js:163)

    at C3.Runtime.Render (c3runtime.js:445)

    at C3.Runtime.Tick (c3runtime.js:445)

    a c3runtime.js:154

    _EnsureSorted c3runtime.js:154

    Dump c3runtime.js:154

    QueryRange c3runtime.js:157

    _GetRenderCellInstancesToDraw c3runtime.js:160

    _DrawInstances_RenderCells c3runtime.js:160

    Draw c3runtime.js:160

    Draw c3runtime.js:163

    Render c3runtime.js:445

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    async function (async)

    Tick c3runtime.js:445

    _tickCallback c3runtime.js:445

    requestAnimationFrame (async)

    Tick c3runtime.js:445

    Any ideas? Even rough ideas of what is causing this issue?

  • I am trying to figure out what is causing this issue for a long time. The case goes like this:

    After playing a level on my game you return on the main menu. This is happening automatically if the time runs out. Now if I dont interact with the game at all when the time goes out, I can go to main menu, I select play again and all goes well. If I interact with the game 1 or 2 seconds before time runs out (an change the layout) then I cannot replay this layout. It loads until a certain point but freezes.

    I have tried debugging with breakpoints but with no luck. I have tried doing several stuff before changing layout because it seems like something is leaking. I have tried stopping animations, sounds, sine behaviors, stopped all timers, disabled effects but still the issue continues.

    In Chrome I see the following message:

    c3runtime.js:2 Uncaught (in promise) TypeError: Cannot read property 'g_Bs' of null

    at g (c3runtime.js:2)

    at Array.sort (<anonymous>)

    at g_aQ.g_Bu.g_BD (c3runtime.js:2)

    at g_aQ.g_Bu.g_BE (c3runtime.js:2)

    at g_aQ.g_BF.g_BN (c3runtime.js:2)

    at g_aQ.g_BQ.g_Eb (c3runtime.js:2)

    at g_aQ.g_BQ.g_Eu (c3runtime.js:2)

    at g_aQ.g_BQ.g_El (c3runtime.js:2)

    at g_aQ.g_Fi.g_El (c3runtime.js:2)

    at g_aQ.g_amx.g_apt (c3runtime.js:2)

    at g_aQ.g_amx.g_Jj (c3runtime.js:2)

    g c3runtime.js:2

    g_BD c3runtime.js:2

    g_BE c3runtime.js:2

    g_BN c3runtime.js:2

    g_Eb c3runtime.js:2

    g_Eu c3runtime.js:2

    g_El c3runtime.js:2

    g_El c3runtime.js:2

    g_apt c3runtime.js:2

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    async function (async)

    g_Jj c3runtime.js:2

    g_anA c3runtime.js:2

    requestAnimationFrame (async)

    g_Jj c3runtime.js:2

    Any ideas what it might cause the above? If I dont interact with my game (its a puzzle game with correct and wrongs answers with effects following accordingly) some seconds before I exit the layout all is well. But if I interact (select correct answer or a wrong answer, which triggers effects, animations, sounds etc) then I cannot replay the layout. Is something leaking?

    Tagged:

  • Congratulations! Now lets test it and see what we can make with this gem.

  • There are certain features that I am trying to implement with Facebook Instant Games Plugin.

    Subscribe to bot. It seems it doesnt work, as it shows nothing. Is this feature supported?

  • I have the same issue an I still haven't found the solution. Also, I am trying to implement share/ivite where I can give points to the player that invites others. The issue is that after the "share", I dont know how to read the entry point data from the other player that opens the share.

  • What I want is to load images into sprites on a layout without the need to load all those images into memory. An action for sprites where you can load images from resources (not urls) would be great. Now what I have to do is to load all images when a layout is loaded.

    Assume you have a sprite that want to load random image from a selection of 500 images. How can you achieve that without the need to load all images into memory?

    Keep in mind that I dont want to use NWJ because my game will be exported for as a Facebook Instant Game...

  • The only solution (for one more time) is to place a wait 0 sec at start of the function. Of course this is possible on some parts of the code because wait skips the line and returns when the time has passed which causes many implementations to be completely non implementable...

    Construct did not care if I call that function on a completely (an other level) from the event that created those objects.. I still had to put a wait to gain access to these objects...

    For one more time... wasted time on trying to achieve a simple object picking stuff...

  • This is not a bug that occurs on my code. Its how Construct works... It has vague object picking mechanism. I am not complaining about this line of code. I will find a way. The problem is that the whole object picking mechanism on Construct is far from solid. I am facing object picking issue constantly the last 2 months since my project started.

    On my example, there is nothing, but absolutely nothing that should cause this issue. Even if the parts from above my function do crazy stuff, the loop is a loop. The object counting is object counting. You cannot iterate 1 time when there are 6 objects (I can see those objects on debugger). The alert fires only one time.

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Karentzos

Member since 27 Jun, 2019

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