Rhindon's Forum Posts

  • I tried finding the C3 Tracker page but couldn't locate it. Sorry about that - that's why I posted here.

  • Problem Description

    Copied image from one frame to another frame in the same animation. The image being copied was larger than the frame the image was (attempted) to be copied to. The following bug report was generated.

    Error report information

    Type: unhandled exception

    File: https://editor.construct.net/r55/main.js, line 2, col 176235

    Message: Uncaught TypeError: expected string

    Stack: TypeError: expected string at Function.ǃd.ǃm (https://editor.construct.net/r55/main.js:2:176241) at ǃd.ǃV.ǃzG.ǃzVg.ǃmQ (https://editor.construct.net/r55/main.js:71:325808) at ǃd.ǃV.ǃzG.ǃzVg.ǃWi (https://editor.construct.net/r55/main.js:2:331154) at r.ǃWi (https://editor.construct.net/r55/main.js:2:304887) at HTMLDocument.window.C3_IsPopupWindow.t.document.addEventListener (https://editor.construct.net/r55/main.js:2:303183)

    Construct 3 version: r55

    URL: https://editor.construct.net/

    Date: Thu Sep 14 2017 20:22:11 GMT-0500 (Central Daylight Time)

    Uptime: 19509.6 s

    Platform information

    Browser: Chrome

    Browser version: 61.0.3163.79

    Browser engine: Blink

    Browser architecture: 64-bit

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 2

    Approx. device memory: (unavailable)

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/61.0.3163.79 Safari/537.36

    C3 release: r55

    WebGL information

    Version string: WebGL 1.0 (OpenGL ES 2.0 Chromium)

    Numeric version: 1

    Supports NPOT textures: partial

    Supports GPU profiling: no

    Vendor: Google Inc.

    Renderer: Google SwiftShader

    Major performance caveat: yes

    Maximum texture size: 8192

    Point size range: 0.125 to 2048

    Extensions: ANGLE_instanced_arrays, EXT_blend_minmax, EXT_texture_filter_anisotropic, WEBKIT_EXT_texture_filter_anisotropic, OES_element_index_uint, OES_standard_derivatives, OES_texture_float, OES_texture_float_linear, OES_texture_half_float, OES_texture_half_float_linear, OES_vertex_array_object, WEBGL_compressed_texture_etc1, WEBGL_compressed_texture_s3tc, WEBKIT_WEBGL_compressed_texture_s3tc, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_depth_texture, WEBKIT_WEBGL_depth_texture, WEBGL_draw_buffers, WEBGL_lose_context, WEBKIT_WEBGL_lose_context

    Attach a Capx

    Issue is in the editor, itself. Not when game is running.

    Description of Capx

    Issue is in the editor, itself. Not when game is running.

    Steps to Reproduce Bug

    • Copy image in sprite frame.
    • Attempt to paste image to a frame smaller than the copied image.
    • When prompted to enlarge canvas, do not click on either button; press the Enter key.
    • C3 crash window appears.

    Observed Result

    C3 crashes

    Expected Result

    To be able to copy an image from one frame to the next.

    Affected Browsers

    • Chrome: Yes
    • FireFox: Untested
    • Internet Explorer: Untested

    Operating System and Service Pack

    Windows 10 (service pack is likely 2, but unsure)

    Construct 3 Version ID

    v55

  • To answer your question simply, they aren't compatible at all, in terms of code. They are VERY different systems.

    Thanks. That was all I needed to know.

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  • I'm asking just to see if there's anything I can learn...

    I'm confident that I know that C2 files are not compatible with Unreal or Unity editors given that C2 is HTML5-based and the others are not, but my teammates are more adept at the latter two while I am more familiar with C2's workings. Is there any possible work-around to open the files in the more advanced editors?

    As I said, I'm sure the answer is that they are not at all compatible...but it doesn't hurt to ask.

  • OOOOOOH!!! ... I get it now.

    I thought they were getting confused about my mentioning how some enemies will have their own light source.

    Apparently, I'm (also?) the one confused.

    However, one problem remains, I plan to have the shadows defined by the height property of the shadow/light. So the shadows will not extend forever into the distance. That's why I need a way to test if the character is literally in the shadow that is cast.

  • I'm not sure I follow...

    Whether or not enemies are around or not, ultimately I just need to detect if a character is in the shadow cast by an object.

  • Sorry for the confusion. Not all light sources will be attached to enemies. Some will be static cameras or enemies who have no light affixed to them. Some light sources will be stationary, too.

    Basically, what I am looking for is how to detect when my character is in a shadow area as cast by an object with the shadow caster behavior.

  • I'm working on a top-down game within a similar vein as the original Metal Gear game.

    There will be objects and enemies that have light sources and thus incite objects to cast shadows. My spy character will use these shadows to hide from immediate detection via line-of-sight.

    As enemies move about with their light sources, the shadows, of course, will adjust and what was once darkened by shadow will be cast in light.

    What I want to find out is if it is possible to test if a character - namely, my main character - is overlapping/colliding with a shadow as it is cast from an object with the shadow cast behavior.

  • ...so how does one set up "Chrome dev tools and a wired connection with port forwarding" anyway???

    I don't suppose it's possible to do a mobile app preview via a USB cable, huh? (I know the answer is likely no, but I've been surprised before.)

  • In both C2 and C3, you open the instance variable list window and it, obviously, brings up the list of variables for that object. Adding a new variable opens yet another window. No big deal.

    But in the C3 list window, it's displayed in a kind of Excel-style grid. What if, instead of clicking to open a new window and filling out each field, you simply enter the new variable info directly into that list window - just make the bottom-most entry blank, ready to be filled in. Upon creating a new variable, a new blank entry field in that list is automatically made available in the "grid" list.

    One less window to pop up and, hopefully, more efficient.

    ALSO, it means you can clearly see - without the other window to obstruct it, at first (and yes, it's easy enough to move aside) - the whole list of existing variables. (Trust me, when you get a lot of variables as many of us do, it's easy to forget if we've created a needed variable for "this" or "that". Seeing the list readily at a glance makes it all that much easier...

    Additionally...

    • make the notes info that describes what each variable is for also show up in the variable list and not just in the drop-down list in the event tab.
    • right-click in Properties window on an instance variable to bring up mini-window to be able to edit name or delete variable.

    What do you think, Scirra Bros?

  • I'm having a bit of an issue with this, too. Upon the original unveiling of the light/shadow caster feature (which I loved!), I seem to recall being able to create penumbras as well. I've reviewed both manual entries for the light object and the shadow caster behavior, but I can't get penumbras to appear (it might be the limitations of my computer...which is why I can't load the new Construct 3...

    A test site reveals that I can run WebGL 1, but WebGL 2 is possible to run on my computer but is either disabled or my processor (I don't have a dedicated graphics card on this laptop) isn't able to run it.

    Simply looking for more info that might help solve this issue. Anything I'm overlooking?

  • Thank you, both. I'll look up those links.

    The main issue with disabling collisions is that I still need a collision detection of sorts, regardless of which layer the player is on.

  • I realize it's not easy. That's why I'm asking for help.

    I know there is a solution - I can almost see it in my head. I just need help sorting out the details.

    I already figured out part of it but I can see there's still more to account for. It can be done.

    Already someone on one of the FB C2 groups suggested a workaround that doesn't involve using the Platform behavior for the enemies. So while more work, it potentially can solve my problem.

    So, while I appreciate your advice, as I said, it's not the answer I'm looking for.

  • Not really the answer I'm looking for.

    I don't have time to learn a new game editor...

  • I'm working on a game where you can switch between the foreground and background to avoid detection by guards. Doing this also allows the player to go behind or in front of solid objects (ie: a stack of boxes in the background can be passed in the front).

    Regarding just the player, this is not an issue.

    In order to avoid stopping the player from walking passed the boxes (or other objects that would normally have the Solid behavior), I can simply test if the player is on the same layer as the boxes. If not, I turn off the Solid behavior and the boxes are nothing more than sprites.

    The problem is when I include the enemies who also will use the Platform behavior and will need to be able to interact with objects that are supposed to be solid (regardless of the layer the player is on). Because if the payer is on a different layer than the solid object, then I'd have to turn off the Solid behavior. But if an enemy is on top of those solid objects, they'll fall through the sprites due to their Platform behavior...no Solid to hold them up.

    So I need to work out a different system of collision detection AND, more importantly, how to make "solid" objects act like solid objects without the solid behavior.

    So far, I have figured out, for example, how to use Overlap or Overlap At Offset to place the player on top of the boxes when he jumps up and falls to land on top of them. Problem is, if I walk up to the boxes from the side, the conditions still puts the player on top of the box. Part of that, I'm sure, just requires a couple extra conditions to test for the X position as well as the Y position of the player.

    Still, even with that understanding, I'm struggling to find the best way to test for these conditions in the same vein that the Solid + Platform behaviors do. May I get some input on this, please?