AnD4D's Forum Posts

  • KFC

    Sorry, my mistake. I did have Xcode installed on my Mac, and downloaded Ejecta from Github. I followed all the steps in the tutorial, and tested 2 emulators. iPhone 6 and iPad retina.

    I'm in the process of updating the mac's OS, so I'll check it again after that. I have sent you a link to the game via PM.

    Thanks!

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  • KFC

    Are you using the latest Ejecta build/xcode/C2?

    I'm using the Ejecta plugin provided with the latest C2. The xcode version I'm using is whatever is provided in the tutorial.

    Are you running the game on an emulator or a device and what device/iOS version?

    I'm using a mac with an intel chip, and running the game through the Xcode emulator.

    Are you getting any errors in xcode?

    None. It tells me the build succeeded, shows me a black portrait screen (even if I set it to landscape) then after a few minutes, Xcode tells me it lost contact with the (emulated) device.

    If I understood correctly, after running the game you see the splashscreen, after that a black screen. Does the game crash? Is anything loaded in the memory before crashing?

    I see a black screen. Then, a minute or 2 later, the Ejecta splash may appear, but often I've gotten bored and just got on with other work, so I may have missed the splash screen the other times. It definitely doesn't appear quickly. How do I see if anything loaded into memory before the crash?

    Would I be able to send you the capx?

  • Just to confirm, I've followed this tutorial telling me to export HTML5 and Ejecta Kitchen:

    https://www.scirra.com/tutorials/907/deploy-your-c2-game-to-ios-the-easy-way

    This tutorial telling me to export via the Ejecta plugin and to download Xcode from GitHub:

    https://www.scirra.com/tutorials/992/how-to-export-to-ios-with-ejecta

    And both just give me a black screen.

    I'm more than happy to pm my capx if someone wants to have a look and tell me what I'm doing wrong. This whole thing has taken me 7 hours today, so far, and I'm miserable

  • I've been trying to test my app using Ejecta, and for the last few hours, ever attempt has resulted in a black screen, and a message telling me that the connection to the simulated device has been lost.

    Check through many tutorials, and I can see people saying "don't have the mouse" and "Don't use WebGL". Well I've disabled them both, along with countless other things, and it's just not working out.

    I then read that Intel XDK can now export to iOS, and it's easy. Is that right?

    I know Ejecta is meant to be easy too, but I've spent far too many times switching between my mac and my PC, exporting new versions, trying to figure out what is causing the issue.

    If anyone has any insight, it'd be appreciated.

  • I have a number of arrays that are generated via the editor. I found this easier as we can't simply import data, so I needed to go in one by one and add the contents via Construct 2 events.

    I have 10 arrays, and each array contains over a hundred questions, and each question has 4 possible answers. This means that in order to build the array using events, I needed over 500 lines.

    I broke this up into groups so I could make it easier for myself, but in trying to submit my game I've been told that I need to change a couple of the words. Here's where the problem lies.

    I need to scroll through and read every line to replace these words. I've used the search tool to find the words, but because they are in the same event (as actions) it only shows me the array they're in, not just the lines that are effected. This means I still need to read through 500 lines for each category.

    Might it be possible to have an advanced search that hides anything that doesn't include that word, or even highlight where that word is? I've looked through it 3 times manually, and for some reason I can't see it anywhere... but I know it's there...

    Any help on this would be appreciated!

  • Great! I'll give it a go first thing in the morning! I rarely use conditional expressions like this (if ever, thinking about it), so I'll do my best to get this sorted.

  • Anybody know of a quick way to have an angle displayed as a degree, rather than a minus.

    By degree, I mean an arrow facing directly up would be 270, rather than -90. This also means that if an object rotates completely 10 times, rather than returning a result of 3600, I can instead be presented with a 0. So 0 and 360 are exactly the same, and if an object rotates anti-clockwise a single degree, I'll see 359 rather than -1.

    Hope I've made sense!!!

  • I've watched this video:

    May I ask if you have the capx for this? I can't for the life of me figure out how to use animation blend. When I try it out, it just instantly changes animation.

    I've tried "Set animation to running and play from start with an xxxx blend", but that doesn't work.

    I've also paused your video and tried: Set second(blended) animation to "landing" but neither appear to do anything but an instant change.

    *Update - Blend at current time ration creates a very strange movement, resulting in some rapid to-ing and fro-ing. I get OK results with blend to start, but I still get animation pop.

    I have "On animation landing finished (which isn't a loop animation)" play animation "running" with blend. I'm playing this at a 0.1 timeframe, and I'm seeing an instant change direction after the animation finishes.

  • I think we need more than just a couple of people to get this in though...

    Seeing as we have the reset Global var action, I wouldn't have thought this would be hard!

  • Am I the only one who wants this? Are you all making tiny games or something?

  • Ashley - In developing my game at the moment, I need to go through the process of resetting all of my local variables and all of my instance variables (on my arrays) manually, one by one.

    It's proving to be very time consuming.

    Can we have something along the same lines of the Reset Global Variables action, but for local and instance variables, please?

  • Same here. I thought C2 DID load everything on start up though. I'd rather have a loader layout that can be used between levels.

  • You're telling me! I spent half an hour wondering why my game was working. First time I've noticed it.

  • Ashley - Just to follow up on this, another benefit to only having the relevant Local Variables appear is that if you use the same Variable name twice, on occasion it does not display the correct number.

    For example, everything in my game was working fine, but when loading up the debug to check out a "CurrentTurn" var, I noticed it was 0, when it should have been higher. I continued the game, and it didn't change. Eventually, I renamed the Local Var to "CurrentTurn2" and it appeared in my list, working perfectly. I just couldn't see the correct numbers.

    Is it possible to only show the local variables that exist on a given level, rather than all of them?

  • R0J0hound - Ahh, this "set x to sprite(sprite.iid-4).x+400" is what I've been looking for!

    Thanks!