Ejecta Black Screen

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Adjusting the game screen for different resolutions (Letterbox scale)
  • After switching to Ejecta I am getting an error in XCode and cannot get around it.

    I followed the tutorial here https://www.scirra.com/tutorials/627/how-to-export-to-ios-with-ejecta

    My build succeeds but the Ejecta splash screen comes up and then just a black screen.

    Here is my XCode log:

    2013-09-19 01:52:29.775 Ejecta[11240:907] Creating ScreenCanvas (2D): size: 1024x768, style: 1024x768, retina: yes = 2048x1536, msaa: no

    2013-09-19 01:52:30.985 Ejecta[11240:907] Loading Image: images/monsters-sheet0.png

    2013-09-19 01:52:30.987 Ejecta[11240:907] Loading Image: images/player-sheet0.png

    2013-09-19 01:52:30.990 Ejecta[11240:907] Loading Image: images/bullet-sheet0.png

    2013-09-19 01:52:31.055 Ejecta[11240:907] ReferenceError: Can't find variable: jQuery at line 14731 in c2runtime.js

    2013-09-19 01:52:31.083 Ejecta[11240:907] GameKit: Auth failed: Error Domain=GKErrorDomain Code=2 "The requested operation has been cancelled." UserInfo=0x1e04cf20 {NSLocalizedDescription=The requested operation has been cancelled.}

    2013-09-19 01:52:31.090 Ejecta[11240:907] JS: Auth failed

    Sep 19 01:52:31 my-iPad Ejecta[11240] <Info>: 01:52:31.092922 com.apple.AVConference: GKSConnSettings: set server: {

            "gk-cdx" = "19.173.254.218:4398";

            "gk-commnat-cohort" = "19.173.254.220:16386";

            "gk-commnat-main0" = "19.173.254.219:16384";

            "gk-commnat-main1" = "19.173.254.219:16385";

        }

    I had a look at line 14731 in c2runtime.js - here is the function:

    14725        var instanceProto = pluginProto.Instance.prototype;

    14726        instanceProto.onCreate = function()

    14727        {

    14728                 var self = this;

    14729                 if (!this.runtime.isEjecta)

    14730                 {

    14731                         jQuery(document).mousemove(

    14732                                 function(info) {

    14733                                         self.onMouseMove(info);

    14734                                 }

    14735                         );

    14736                         jQuery(document).mousedown(

    14737                                 function(info) {

    14738                                         self.onMouseDown(info);

    14739                                 }

    14740                         );

    14741                         jQuery(document).mouseup(

    14742                                 function(info) {

    14743                                         self.onMouseUp(info);

    14744                                 }

    14745                         );

    14746                         jQuery(document).dblclick(

    14747                                 function(info) {

    14748                                         self.onDoubleClick(info);

    14749                                 }

    14750                         );

    14751                         var wheelevent = function(info) {

    14752                                                                self.onWheel(info);

    14753                                                         };

    14754                         document.addEventListener("mousewheel", wheelevent, false);

    14755                         document.addEventListener("DOMMouseScroll", wheelevent, false);

    14756                 }

    14757        };

    The files on my Mac look like this:

    <img src="http://s24.postimg.org/8r5sixhhh/Screen_Shot_2013_09_19_at_2_06_50_AM.png" border="0">

    Any ideas what could be up here?

  • Does you app have or use the mouse object?

    Did you use the non WebGL version of the batch file? I'm not sure there is WebGL support yet.

  • Does you app have or use the mouse object?

    Did you use the non WebGL version of the batch file? I'm not sure there is WebGL support yet.

    It has the mouse object - only for testing on the PC I think before the touch was implemented.

    Yes I used the non WebGL version of the batch file but my project has WebGL on.

    Think I should hash the mouse part of the code out? And export with WebGL off?

  • Yeah, I would take out the mouse code for sure, that seems to be the issue. Might as well turn off WebGL as well. I'm not sure it mattered if it was on or off in C2, when I tested it.

  • Yeah, I would take out the mouse code for sure, that seems to be the issue. Might as well turn off WebGL as well. I'm not sure it mattered if it was on or off in C2, when I tested it.

    Okay some progress, I hashed out that code then the project loads up.

    Now my issue is that touch does not work - my game loads and gives the player a few buttons to select options, none of them work.

    Here is my log output - looks pretty clean.

    2013-09-19 11:13:01.018 Ejecta[11468:907] Creating ScreenCanvas (2D): size: 1024x768, style: 1024x768, retina: yes = 2048x1536, msaa: no

    2013-09-19 11:13:02.219 Ejecta[11468:907] Loading Image: images/monster1-sheet0.png

    2013-09-19 11:13:02.221 Ejecta[11468:907] Loading Image: images/player-sheet0.png

    2013-09-19 11:13:02.223 Ejecta[11468:907] Loading Image: images/bullet-sheet0.png

    --- 300 similar lines follow ---

    2013-09-19 11:13:02.781 Ejecta[11468:907] Loading Image: images/buttonplayagain-sheet0.png

    2013-09-19 11:13:04.123 Ejecta[11468:907] Warning: CanvasContext already created. Can't change 2d/webgl mode.

    2013-09-19 11:13:04.123 Ejecta[11468:907] Warning: CanvasContext already created. Can't change 2d/webgl mode.

    2013-09-19 11:13:04.155 Ejecta[11468:907] GameKit: Auth failed: Error Domain=GKErrorDomain Code=2 "The requested operation has been cancelled." UserInfo=0x1cdc4dc0 {NSLocalizedDescription=The requested operation has been cancelled.}

    2013-09-19 11:13:04.160 Ejecta[11468:907] JS: Auth failed

    Sep 19 11:13:04 my-iPad Ejecta[11468] <Info>: 11:13:04.161666 com.apple.AVConference: GKSConnSettings: set server: {

            "gk-cdx" = "17.173.254.218:4398";

            "gk-commnat-cohort" = "19.173.254.220:16386";

            "gk-commnat-main0" = "19.173.254.219:16384";

            "gk-commnat-main1" = "19.173.254.219:16385";

        }

    2013-09-19 11:13:04.750 Ejecta[11468:907] CoreText performance note: Client requested font with PostScript name "ArialMT" using name "Arial" instead.

    2013-09-19 11:13:04.751 Ejecta[11468:907] CoreText performance note: Set a breakpoint on CTLogSuboptimalRequest to debug.

    2013-09-19 11:13:07.029 Ejecta[11468:907] Warning: No font with name OCR A Extended

    2013-09-19 11:13:07.044 Ejecta[11468:907] Warning: No font with name OCR A Extended

    2013-09-19 11:13:07.051 Ejecta[11468:907] Warning: No font with name OCR A Extended

    2013-09-19 11:13:07.053 Ejecta[11468:907] Warning: No font with name OCR A Extended

    2013-09-19 11:13:07.057 Ejecta[11468:907] Warning: No font with name OCR A Extended

    2013-09-19 11:13:07.066 Ejecta[11468:907] Warning: No font with name OCR A Extended

  • I'm having similar issue.

    Ejecta just gives a black screen on preview.

  • I'm having similar issue.

    Ejecta just gives a black screen on preview.

    Make sure you've got webGL turned off before you export to ejecta. I ran into this issue a couple weeks ago and that fixed it for me.

    Good luck!

  • WebGL was turned off. We're not using webgl for any of our builds.

    Any other ideas?

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  • 1-use the lastest ejecta bu ashley (ejecta master 1.5)

    2-dont use mouse object

    3-beware of using a lot of object on first layout and dont use a lot of actions on start of layout of starting layout

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