Ashley's Recent Forum Activity

  • So I've tested the .capx that I was privately sent by So far it's been running ~35 minutes with no issues. I'm testing an iPad Air 2 with latest iOS 10.3, WKWebView enabled and built via PhoneGap Build with latest Cordova.

    The only place I can find an error message close to what has been reported is in cordova-plugin-httpd, which has an error message string matching "server is already up". This is slightly different to the OP, can you confirm the actual error message matches?

    If so, it's pretty mysterious - that error can only appear when starting the HTTP server, and it is definitely started once only when the game starts. It's also not at all involved in audio playback. The HTTP server exists only to serve video playback in WKWebView. Audio playback is still routed through cordova-plugin-file even in WKWebView mode, which AFAIK reads files directly from storage without using any kind of server. There's also no reason the HTTP server for video playback would ever be re-started.

    My best theory is the app is actually trying to restart and it tries to restart the server when it's already running. Perhaps some of you are trying to use the Browser 'reload' action instead of changing layouts to restart? Or maybe some kind of page-level navigation? Alternatively maybe another app on the device is trying to run a server or something like that? I'm really at a loss as to how this could be happening.

    One thing you can try if this still affects you: before building the exported cordova files, open config.xml and delete the line that says:

    <plugin name="cordova-plugin-httpd" />

    This simply removes the HTTP server from the app. It will break video playback, but the runtime should be able to handle the server not being available as long as you don't try to play video. If that fixes it, it proves the HTTP server is causing the problem, but I would still be mystified as to why.

  • Closing as won't fix. Using two 'Wait' actions adds an extra tick wait in between the two actions, by design.

  • The bug report guidelines also cover that. Please read them.

  • There's no clear answer to your question: 5 events could be slower, the same or faster than 10 events. It depends on too many things. The only thing that matters, and the only thing you should ever do, is make actual measurements. If you don't make measurements, you're just making things up.

  • Well, I think it's clear it's not a problem with C2 anyway - if it's fast in one browser but slow in another, it generally means our code is fine and something in the browser is slow in that case. It also seems better in the latest Edge 15. So closing this report for now.

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  • Alright, I added a "fake clipboard" for r20. It just remembers the last thing you copied and enables "Paste" menu options based on that. Obviously it's not a real clipboard, so you can't do things like paste between editors, nor will copying something unrelated remove the "paste" options (which will keep pasting the last thing you copied within C3). However it means within the same C3 window you can use copy-and-paste via the menus.

    I'm slightly concerned this "not actually a real paste" feature could also be a gotcha for some people later down the line, but I do agree it's a basic feature and there should be some provision for it.

  • Is NW.js v0.21.1 (based on Chrome 57) affected?

  • Works fine for me here in preview mode with NW.js and Chrome 57.

    Are you sure WebGL is enabled at runtime? Try displaying a text object set to the expression 'renderer'. If your system does not support WebGL, it won't display WebGL effects.

  • It's not a bug. The sound is longer than 1 second, so every time you run the action, it also rewinds all previous sounds back to 0.4 seconds because they all have the same tag, so you end up stacking up every sound that has been played so far on top of each other.

  • Closing, please see the bug report guidelines.

  • As far as I can tell, everything is working correctly. The project is a bit obfuscated though which makes it harder to understand. You could do the same with much simpler events.

    Click on the right green box (trigger2) first. Notice the change of the two blue circles to frame 1. This trigger also tries to display the name of the sprite via Browser console. However, the console only displays the first Sprite's name.

    All three sprites meet the "trigger = trigger2" condition, so the event runs with them all picked. You log the name, and C2 arbitrarily picks the first one. Then you test which are to the right of X=50, two of them are, so those two change frame. Everything has worked correctly.

    [quote:2wchklem]This time click on the left blue box (trigger1). Nothing happens. What trigger1 is trying to do is use System actions to and expressions to query the Sprite.X, and set the animation frame based on it. But this isn't happening.

    Again, all three sprites meet the "trigger = trigger1" condition, so the event runs with them all picked. You log the name and the same thing happens as before, it just chooses the first one. Then in a sub-event you evaluate "Sprite.X > 100". Since Sprite.X must evaluate to a single number, C2 again arbitrarily picks the first one, which has an X of 50. Therefore it evalutes "50 > 100" and returns 0 for false. The next condition tests if the result was 1, which it isn't, so the event doesn't run.

    None of this has anything to do with "Trigger once". I think you're just confused about what that condition does. A more accurate name for it might be "did this event not run last tick". That is pretty much all it does.

  • The preview settings categorically do not affect the export and certainly do not include any IP address settings. You should be able to verify this by comparing the exported files are identical after exporting with different preview settings.

    This is probably a different problem, but we can't do anything about it unless you provide a .capx that reproduces the problem as per the bug report guidelines.

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Ashley

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