adamcreator's Forum Posts

  • It works now! Disregard this bug report, which I didn't delete so that maybe someday it helps someone else. I learned that Spriter

    objects just don't show up in Intel XDK's Test but they do actually show up in the actual final Build. The Test mode doesn't use certain

    plugins, whereas the final Build does. Woohoo!

  • Problem Description

    Unsure if this is a bug, but just in case: Spriter object appears in Emulate feature of Intel XDK but fails to appear in actual Test or Build on actual mobile device.

    Attach a Capx

    dropbox.com/s/ehw5pm2wgjk9r08/wolftest.capx

    Description of Capx

    Small animated Spriter object on green layout for testing purposes.

    Steps to Reproduce Bug

    • Use Spriter in C2.
    • Export project.
    • Open project in Intel XDK.
    • View project in Intel XDK Emulate feature.
    • View project using Intel App Preview app on mobile device.

    Observed Result

    Spriter object appears in Intel XDK Emulate but not in Test or Build.

    Expected Result

    Spriter object appears in Intel XDK Test or Build.

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO

    Operating System and Service Pack

    Windows 10 Pro latest.

    Construct 2 Version ID

    227

  • Is there a consensus on the best steps for bringing your game from export to build to publish on Android/Google Play? There are lots of different sources out there suggesting different things, whether it's the manual, or tutorials, or answers on forum sites, which are all like bits and pieces of tutorials that don’t always agree, instead of one big one that covers all the most up-to-date details that are likely to work for most people for most projects. Being sure to have the latest version of C2 and Intel XDK is a good first step. After that:

    EXPORT:

    1) Minify script? Yes/No

    2) Use new Intel XDK project format? Yes/No

    3) Minimum supported OSs: Minimum Android: Which to choose?

    BUILD:

    1) Adobe PhoneGab Build or Intel XDK? (By my experience, PhoneGap Build offers practically no options/help/app preparation, compared to Intel XDK's many forms and features.)

    2) Intel XDK Projects Tab: Do anything under Plugin Management, or leave as-is? (Dependent on: "Use new Intel XDK project format?")

    3) Intel XDK Projects Tab: Plugin Management: How to use the Admob Ads plugin? (Is it necessary to purchase and use a 'Cranberry' third-party plugin?)

    4) Intel XDK Develop Tab: Edit or do anything with any of these files? (Such as regards plugins in intelxdk.config.android.xml)

    5) Intel XDK Emulate Tab: How dependable is the Samsung Galaxy S emulation result? (Example: In my current project, it works, but testing on device doesn't.)

    6) Intel XDK Test Tab: Intel App Preview on Samsung/Android device: How to resolve issues of the app not working correctly the way it does in-browser and in Emulate Tab? (Example: In my current project, it only goes so far as to show the loader, and then the background color of my first layout, but it fails to show/run my Spriter scene/pngs.)

    PUBLISH:

    1) Google Play Developer Console: APK: Upload new APK to Production: For apps larger than 100MB, how do you use Expansion Files?

    *Advanced: How do you use Expansion Files for games involving two separate C2 projects? (For example: Perhaps the last layout of the first C2 project ends with "Go to layout (by name)" and the "name" is the first layout of the second C2 project?)

  • Rasputin Aw thanks! I'll definitely get to that when next I'm in front of the work. Plugins are likely where the cause lies. Thanks!

  • The test fails too. A very small file of just one layout and event sheet, yet it's just a black screen for a few seconds (although the layout had a blue screen, as a test to see if it even shows anything at all of the project, the answer to which is now 'no') and then closes.

    As for any more info I can think to provide that could be relevant: When exporting, I choose to Minify the script, Hide status bar, use WKWebView on iOS (perhaps irrelevant to Android which is my focus for now), not use new Intel XDK project format, no permissions, both audio file types just in case, Minimum iOS set to 8.0+, Minimum Android set to 4.0+ (Ice Cream Sandwich) [Crosswalk]. I also haven't bothered with the Construct 2 "Google Play" plugin, for accessing Google Play Game Services, as I figure that's only for online things like leader-boards and achievements; unsure if that's an issue. I also don't touch anything in Intel XDK, I just import the HTML5 from C2's Export and do the bare minimum of setting the App ID and certificate, the latter of which I don't think has to do with any specific predetermined 'keystore' retrieved from Google Play, just something made up; also unsure if that's an issue.

    If anyone dealt with a similar issue, of your app just being a black screen and closing, please let me know what you think it could be, or what I may want to try or test first.

    Edit: My next idea is to heed that message Intel XDK gives me about the plugins, and see if that helps.

  • Aw okay. Thanks. I'll see if the test app works that I'm whipping up now.

  • Thanks Rasputin!

    (url)

    I'm currently working on publishing a test app that's only one scene from the game, to see if that runs.

    Edit: If the URL isn't showing because of my Rep, you can search "(working on it)" in the Google Play store.

  • No problemo Ash! Since then I've come to accept that I can just, if need be, put up two entire apps on Google Play instead of just one. And that's if I can't simply use expansion files, which I may soon have to research, in case it isn't obvious how to do that through Construct 2, regarding how to use events, or whatever applicable, to communicate between two different projects, exports, or APKs. I'm so new to the world of app creation that I'm only interested in starting at a modest level for now, and expanding from there as more tests pass and my knowledge grows.

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  • I finally got to where I successfully built the APK files for my app for Android using Intel XDK, and published it on Google Play, but when I download and install it, using my BlueStacks Android emulator on my Windows Surface Pro tablet computer, as I do not own a Samsung or Android mobile device, (but am able to download and run any working Android app through BlueStacks without fail anyway) it simply stays at a black screen and then exits out. The messages at the top left claim stuff is going on, but it simply exits out after "Loading images..." and "Please wait..." This is needless to say not the only obstacle I've come across in the past year of working with Spriter, Construct 2, and the world of app production in general, and I'm always great at coming up with my next idea of how to approach a solution, usually by Googling whatever phrase I think may lead me towards the right path, but I'd appreciate any ideas for how to best find out what the snag is. (It may not be related, but due to all the Spriter png images, Construct 2 has the memory use at 533.3mb, which I mention just in case that's the most important difference between successfully testing the project in Chrome on my computer versus BlueStacks/Android/mobile. There was also a message referring to 'Crosswalk' when first installing the app in BlueStacks, which led me to some Crosswalk app component that I downloaded and installed, but same issue. Also notable is that I did indeed upload both architectures to Google Play: ARM and x86.) Anything I'm missing or should try or test first?

  • Aw thanks for the kind words 99!

    I collected just those two errors in the capx so far, but more may be possible. The project is nearing the last week-month of a version 1.0 release, even if it becomes necessary to release it in the form of a two-part app, but first I'd just like Ashley to take a crack at it here when possible. Either way, I'll begin working on it as a two-part app today, while awaiting a possible fix that allows me to go with the initial one-app plan.

    Thanks!

    Update: The file also works very slowly when it does let me work with it, again suggesting there are too many objects. Every click to add a new action or event takes a long time to load up, which adds up.

  • (I apologize for my previous incorrect bug report posting - Please forgive any possible slights in this one as well, due in part to a lack of sleep! - Thank you for your patience.)

    Problem Description

    With enough objects in a C2 project, any of these two check failure errors come up, and you must abort program, even with icon caching unchecked in preferences, using the latest version of C2: beta r226.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Failed to create HICON

    Condition: icon32 != NULL

    File: Projects\ObjectTexture.cpp

    Line: 696

    Function: struct HICON__ *__cdecl ObjectTexture::GetHICON32(bool &)

    Build: release 226 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Object texture leak: a texture is still loaded when cleaning up an ObjectTexture, check all textures released properly

    Condition: gl_instances.empty()

    File: Projects\ObjectTexture.cpp

    Line: 33

    Function: __cdecl ObjectTexture::~ObjectTexture(void)

    Build: release 226 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    Attach a Capx

    dropbox.com/s/699w3flgu0ug862/C2Help.capx

    Fresh new bare-minimum capx created just for this report. Needless to say, the amount of objects therein are essential to this report. This includes any and all duplicate images existing in separate folders. They are intended and essential to the project.

    Description of Capx

    A bare-minimum capx of thousands of objects. Primarily png images. Meant for a game/app.

    Steps to Reproduce Bug

    • Have thousands of objects in C2.
    • Attempt to work with the project in any way, such as what I happened to be doing before the latest and unexpected error: Simply adjusting the UI spacing of the actual C2 program's event sheet UI.

    Observed Result

    Check failure, and need to abort C2.

    Expected Result

    Would like it to work without check failure error. Need to be able to work with project. My guess is that the total amount of objects does not reach 10000 objects, which could cause the Windows OS 10000 object limit. In the unlikely case of such a limit reached, please advise on possible workarounds. For example:

    A way to have a single game/app be comprised of two different C2 projects?

    Or, a possibility that the user could be prompted to download 'part 2' of the game/app upon reaching the end of 'part 1'?

    Or, even the suggestion to buy an inexpensive Mac for C2, in the case that Macs do not have this object limit?

    (I could alternatively plan for two released apps instead of one, which would have to be downloaded from app markets independent of each other, aptly named to the effect of 'Part 1' and 'Part 2'. But let's call that 'Plan B' for now. Any help would be appreciated, for the sake of user convenience, as well as the possibility that a single app would make my job easier regarding any Event work to come, such as in the case of dealing with game saves and loads between two projects/apps.)

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO

    Operating System and Service Pack

    Latest Windows 10 Pro 64-bit, latest service pack, including all automatic and latest updates released.

    Construct 2 Version ID

    Beta r226. Realized new version came out yesterday. Upgraded. It appeared to help at first, even to the point that it fully allowed all intended objects to be inserted successfully. However, error still occurs upon enough attempt to work with project.

  • Problem Description

    With enough image objects in a C2 project (such as when using Spriter and creating a large game with many art pieces), this error comes up and it crashes, even with icon caching unchecked in preferences:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Failed to create HICON

    Condition: icon16 != NULL

    File: Projects\ObjectTexture.cpp

    Line: 671

    Function: struct HICON__ *__cdecl ObjectTexture::GetHICON16(bool &)

    Build: release 220 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    Attach a Capx

    Could do this privately to an admin.

    Description of Capx

    Game.

    Steps to Reproduce Bug

    • Have many image objects in C2.

    Observed Result

    Error and crash.

    Expected Result

    Would like it to work. Must continue adding image pieces into game. Download is only less than 200mb and RAM use only 500mb. All the images are needed, plus more.

    Affected Browsers

      Unrelated to browser step.

    Operating System and Service Pack

    Latest Windows 10 Pro 64-bit.

    Construct 2 Version ID

    Beta r220.

  • the only plugin i bought and use so far is spriter, but i only just heard of Q3D, and am wondering if that's also as great and polished as spriter? i'm an expert in autodesk 3ds max so combining 3-d models with c2's no-programming would be a game-changer for me, but there doesn't seem to be a demo of Q3D, just the $30 full, so has anyone tried it and what do you think?

  • is there a way to make the UI lighter? it's very dark on my screen since i keep the screen dark for eye health. photoshop, 3dsmax, after effects, etc, include sliders or options for how light or dark you want the UI. otherwise i'll get used to brightening my screen just enough to see the text better in spriter, but it does start dark. thanks

  • i read all four or so multiplayer tuts, but they didnt mention the signaling server costing anything. what happens if we use the signaling server without buying this? also if we own .com domains, can we use that as a signaling server? can any .com domain we own also be used as a dedicated server so that no player has to host the game? or is there something more to signaling servers and/or hosting servers than simply owning and paying for a .com domain?