justifun's Forum Posts

  • so i did some tests,

    It seems that if the object is set to start on the left as its default docking location, then you try and switch it to the right side via actions it will break.

    even if you try and use the action "set dock to none" first,

    so it appears as if the action to change a docking location as an action is broken.

  • Came across an issue that I found a solution to in case anyone else was beating their head about it.

    When I export an HTML 5 version of my game and then drag the folder to my public dropbox folder (Webapp). For some reason, ONE image always seems to get uploaded outside of the images folder.

    When you try and load the index.html file, you get a red loading bar, and the console says it can't find that image.

    For some reason Dropbox is moving that image outside of the images folder (when it's clearly inside it before uploading).

    I still need to check if the desktop sync app causes this too, but it's giving me other sync issues right now.

    The solution is to simply move that image after it uploads into the images folder on the dropbox webapp. Then reload the page and you will be good to go.

  • I'll put together an example but it was when I tried to use the runtime action to set it. However I think what's happening is that since it's already docked to the left and keep size is on. That when I try to dock it to the right it gets confused or something.

    So to repro it. Set to dock to left in the properties panel with keep size on. Then on start of layout set dock to right via an action.

    The debug screen will show a x and y position value of NaN and the object disappears.

  • I've noticed with the recent versions of chrome that webGL is disabled by default now. so perhaps its running canvas 2D.

    Try making a text box with the text set to system.renderer and see what it says. My guess is that its defaulted back to canvas 2d.

  • Update. The new 382.05 that was released on may 4th works for me now.

  • R0J0hound - Why does changing the last part of the line (animation frame to 1-sprite.animationframe) break everything if you simply change it to "set animation frame to 1"

    isnt the code simply picking any sprite that's inside the lines, and changing their animation frame?

    The code is setting the sprite to frame 0, then after it picks all of the circles inside the drawn loop, to frame 1? (1 minus 0?) why doesn't simply having "set animation frame to frame 1 work instead?

  • Update: Rolling back to nvidia driver 378.92 seems to fix this issue.

    381.65 and 381.89 = broken C2

    (windows 10 64bit creators update)

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  • bigfuknpint - Uninstalling my drivers makes C2 not crash anymore, but when i reinstall them, it stops working again

    hrmmmm.

  • I'm having the same issue with C2 crashing upon new scenes and opening existing projects after the creators update too.

    I've tried both Nvidia drivers 381.65 and 381.89.

    What ultimately worked for you guys?

  • Yaottabyte - bump?

  • Gigatron - which setting can i adjust to change the "height" of how far the virtual camera is off the ground. Like if the player was jumping. the ground would get lower as they go higher in the air?

  • Wow, that's so strange, i dont know why that would have been disabled. I had to set WEBGL2.0 to Enabled instead of "default" in my chrome://flags settings

    is it because in r244 they enabled webgl 2 support now? perhaps its not fallin back to webgl 1 properly?

  • Gigatron - all of your tiledbg examples show up like this for me (one way in the layout, and another all messed up in the preview

    https://dl.dropboxusercontent.com/u/403350/2017-04-29%2019_40_48-tiledbg%20(Construct%202%20preview).png