AndreasR's Forum Posts

  • Hi once again,

    Apparently the problem is with my phone. Tried it with your template and got this error:

    http://i.imgur.com/CDKU8Gv.png

    My phone did work with Canvas+ before (since I have tested my game on it several times before) so I'm not sure what's going on..

    edit: Oops. Searched around a bit more and apparently CocoonJS isn't compatible with CyanogenMod, which is what I'm using in my phone.

    edit2: Ok, now this is driving me insane. I tried it on another phone and got the same exact error. Only this phone isn't rooted or has a custom rom installed. It's a Samsung Galaxy Grand Prime (SM-G531H) running Android 5.1.1.

    Tried both my own game doing the fixes described and one of AndreasR 's templates (CocoonOpenURL).

    Now I'm at a loss - and I'm sure my game worked just fine on my phone at least a couple months ago in this same rom.

    Edit3: Finally I got it working on both phones. I deleted the entire project from Cocoon.IO, then exported my game with the Cordova option and added the "|| this.isCocoonJS" in c2runtime.js. This resetted all the options so I had to turn on Canvas+ again. Tested it and it's working.

    Hi,

    you are right this message appears if either your phone doesn't support Canvas+ or if you have selected "WebView" at WebView Engine in your CocoonIO settings.

    Just to be sure, can you send a screenshot of your project settings at cocoon.io?

    Another question, did you use "Cordova" or "CocoonJS" as exporter? The first one is accurate.

    Edit: Sorry I haven't seen that it's finally working. This could happen if you forget to delete the config.xml file before you zip your C2 export output.

    Regards

    Andy

  • I'm just curious, did anyone get Appodeal running using cranberrygame 's Cordova Appodeal plugin?

    I'm only getting build errors while using it.

  • Hi Andy,

    It does not seem to work with Canvas+.

    It only works with Webview and Webview+.

    Not even a simple project (a single sprite on the layout) worked. I tried using all the settings you've recommended and adding the "|| this.isCocoonJS" line on the right place..

    Are you using the latest C2 version? And what do you have set the Cocoon version, the latest one?

    Should I export the game as a CocoonJS project, a Cordova project or a HTML5 project (then zip it)?

    Thanks

    edit: could you try out this apk? It's just a blue background and a purple sprite over it. In here, the screen keeps flashing non stop and the purple sprite only shows on the bottom left (in the code, the purpe square should be over most of the screen).

    https://1drv.ms/u/s!AuQM7MihYyx4hJsl0_9nhhM1EloXvw

    Hi,

    I'm using Canvas+ on my own and it's always working fine.

    You find many free examples here

    andy-s-freebies-store-items-giveaways-and-more_t182509

    can you try one of them? I'm not quite sure why this is happening on your end but I assume it's just a setting issue.

    You also find a guide for Construct 2 and CocoonIO here

    I also made a capx template with the settings I use. You can download it for free here.

    https://shatter-box.com/knowledgebase/c ... -settings/

    Just scroll down to the end of the post.

    I'm sorry I only have an iPhone at the moment. So I can't test your apk file.

    Regards

    Andy

  • Amazing as always!

    Im pretty new to construct 2 and your templates helped me a LOT!

    I have like 3 of them and i also have 2 of your games

    Im currently waiting for the update on the Reward System with Firebase (or any other network service).

    Do you have any plans to make it?

    Cheers

    Thank you very much chal

    I'm glad that you like it

    I'm still waiting for a Cordova Firebase plugin. Maybe I'll make a html5 version working with rexrainbow 's Firebase Plugin

    Once I'm done I'll let you know here.

    If I find some time, I'll work it out the upcoming weekend

    Regards

    Andy

  • AndreasR

    Thanks for the help! The "Fullscreen scaling" option was indeed set to low quality. Gonna test it now.

    Edit: Couldn't get it to work, not even with a new, simple project without anything on it. All settings are as described and I've added the "|| this.isCocoonJs"...

    You're welcome andreyin

    What WebView engine do you use at cocoon? Try to set it to Canvas+. This issue only happens on WebView (even if it shouldn't).

    Also make sure that you have WebGL enabled at your C2 project.

    Regards

    Andy

  • >

    > > Snikoggs

    > >

    > > Awesome!

    > >

    >

    > I have just compiled my game, uploaded to Google Play and downloaded it on my phone. But it does not display in full screen; it only displays on the top corner of my screen.

    >

    > I have tried everything on this page https://shatter-box.com/knowledgebase/c ... ing-fixes/, but it still does not work. I have used Canvas+ and Webview+,but nothing.

    >

    > Please help.

    >

    Have you found an answer for this? The same is happening to me:

    http://i.imgur.com/lh4phEr.png

    The game screen stays on bottom left though. This only seems to happen only in Canvas+ mode, Webview and Webview+ work just fine). I did test my game with CocoonIO before and it worked fine so I'm not sure if something changed in C2 or CocoonIO.

    Hi,

    Yes, please see here.

    https://shatter-box.com/knowledgebase/t ... en-scaling

    Regards

    Andy

  • Thanks for letting me know about it. I'll update it after work and let you know here

    Regards

    Andy

  • I made a new game template to use Rewarded Ads in your game. The template choose automatically from the provided networks.

    Included Networks

    • Unity Ad (Cordova UnityAd)
    • Chartboost (Cordova Chartboost)
    • AdColony (Cordova AdColony)
    • Appodeal (Currently not working because the plugin causes build errors)

    You'll need Cordova Plugin Package in order to use and open the capx file.

    Demo

    You can download a demo apk here.

    Android (apk) Demo

    Documentation

    The documentation can be found here

    Docs

    Download

    Template will be available soon. Any feedback is appreciated till that!

  • AndreasR

    You are welcome. Mini-board is an interested topic. I hope you will like these plugins.

    Yes this plugin opened up some great opportunities for my next games & templates

    I'll keep you posted and inform you when I'm done with them

    Thank you once again!

    Regards

    Andy

  • Hi rexrainbow

    EDIT: Just found an example of yours for this Thank you!

    Just a quick question. Do you have an example for "MiniBoard - Can Put" Condition?

    I want to check if the whole miniboard (with its form and tiles) fits on the main board. If not, the game will end. I already have seen your "Miniboard - drag & rotate" template.

    Thanks for that, it helped me a lot

    Regards

    Andy

  • Missing any template?

    If so, just reply to this topic and explain me what you need. I'll consider to make a template then

    Regards

    Andy

  • Looks like some really useful resources there. I'll definitely be checking these links out. Thanks for posting AndreasR.

    Thank you Artpunk

    I'm glad you like

    Regards

    Andy

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  • AndreasR

    Hi, I also thank you for putting my link.

    Thanks

    Sang Ki Kwon

    Sure thing, you're welcome as always

    Regards

    Andy

  • Thanks for the information and update

    Regards

    Andy

  • DEMO (non-Gamepad|DEMO (Gamepad)

    CAPX (non-Gamepad)|CAPX (Gamepad)

    I made a modification of bbenny93's simple dialogue system, which can be found here. It's pretty much a reskin but it's retooled to work with a ALttP style spritefont and textbox. It has text skipping, letter by letter text, choice dialogues, all that good stuff! You can also see bbenny93's guide on how to make your own dialogue xml, which this version follows as well, structure wise with the xml file.

    It doesn't have avatars or animated textbox like the original but also has a tiny addition: an example of how to play music during dialogue via the xml dialogue file with a function. To start a dialogue (such as interacting with a sign), just call a function named "dialogue" with your xml dialogue section's ID as it's parameter zero.

    [quote:3ijlxst1]<Dialogue id='intro' key_next='32' key_faster='88' key_up='38' key_down='40' first_line_id='0' typing_sound ='typing'>

    If you want to import this into your project, assuming you have all the basic parts of a project (keyboard, function, AJAX, etc), you will need to copy and paste the following objects into your project:

    [quote:3ijlxst1]ProjectVariables (dictionary, global)

    Text Spritefont (named SpriteFont)

    Choice Spritefont (named SpriteFontChoice)

    Cursor sprite

    Choice_next (array, global, 10/1/1 size)

    Textbox sprite

    Typing and Text Done audio files

    SpriteFontImporter (array, global, 10/1/1 size)

    YourVariables (dictionary, global)

    Love it! Great work. I struggled a lot on my own to build such a dialog system without using XML (it's not supported on cocoonio). So I made it with a JSON file.

    What's the license of the capx file? Can I use it in my own game?

    I love your artwork!

    Thank you

    Regards

    Andy