AnthonyB28's Forum Posts

  • Hi

    Ive today also used the xdk

    with same problem.. black screen....

    also during test with App LaB

    Have you solved it ?

    Regards

    flemming

    I'm afraid not.

  • A .caproj file is not a full project; please attach a .capx file.

    What are your backup locations set to? If they are other drives or network locations or other locations which are not accessible, Construct 2 may get stuck trying to write to them.

    Then that's what Construct 2 saved. The only capx file I have of the project is this one which is from my other computer. This file is a day older,and probably about 50 events less

    db.tt/UsuIy1r8

    And the backup folder is in my documents

  • Link to .capx file (required!):

    dropbox.com/s/jytu3kp1s5mfht9/Hex.caproj

    Steps to reproduce:

    1. Went to save file via floppy icon on top left bar.

    Observed result:

    Just sits at saving. Says "Saving auto-backup file" on the bottom bar.

    Also, no backups were made it seems. I have Construct 2 set to save backups at 15 minute intervals. I had it open for over 40 minutes, and not a single file got saved. I also recall hitting save manually out of habit before hand, and apparently that didn't do anything either.

    My folder and administrator privileges are all correct too.

    Browsers affected:

    Chrome: no

    Firefox: no

    Internet Explorer: no

    Operating system & service pack:

    Win8 Pro x64

    Construct 2 version:

    On release 132 64bit.

  • Just realized, what if I did it by UID? How would that go about working? I tried to replace all the string names with just UID numbers, but I don't quite understand how I can call the UIDs.

    EDIT:

    Figured it out using the UIDs.

    I made a family of all the tile sprites I was using and then used System->Pick UID Instance Of (MyArray.At(X,Y))

    I don't quite understand why you need to have a family or a specific object for this. I wish you could just pick by UID straight up, isn't that what they are for? I'm sure there is some kind of engine technical restriction on that with unit types or some hubub though.

  • I'm Anthony!

    anthonybarranco.com

  • Is the path a sprite object or even a layer? I'm not familiar with what objects DONT have Opacity, but I think most do.

    So basically set up an event

    System->On Start of Layout

    System->Every Tick

    Action: YourPathObject->SetOpacity to YourPathObject.Opacity-0.5

    Increase the 0.5 to make it happen faster, decrease it to make it slower.

    Feel free to fine tune with 0.559, 0.3461, ect.

    If you find this cumbersome, I recommend looking into a plugin called iTween you can find here on these forums that has a built in opacity tween over time.

  • So I have this grid laid out with each tile represented by a different, unique sprite.

    I have an XML file that I parse into a 2D array (X,Y) which represents the ~names~ of the adjacent tiles.

    For example,

    Tile1 is adjacent to Tile 2 and Tile 3

    Tile 2 is adjacent to Tile 1, Tile 4, and Tile 5

    So thusly:

    Tile 1 is

    (1,0) = Tile 2

    (1,1) = Tile 3

    Tile 2 is

    (2,0) = Tile 1

    (2,1) = Tile 4

    (2,2) = Tile 5

    ect.

    The thing is that the Tiles are only represented in the array by a STRING of its name, not object/sprite reference. How can I utilize this in events? I thought I could do something like MyArray.At(1,0).X to evaluate the x position of Tile 2 but realized that Construct 2 can't think that far ahead.

  • Update

    When stop typing, user could select to show all text or just keep current text.

    I'm having trouble with this.

    If I set the typing type "AAAAAAAA" to go off On the start of layout like your example, it works.

    But I only want the typing to go off when, for example, my global variable is set. It only prints the first letter, and stops entirely.

    I tried to play around with TimeLine, but I'm not following how this works.

    EDIT:

    I used System -> Triger Once action on Typing Type

  • You should probably contact Intel about this issue. We don't have any tools to diagnose compiled XDK apps, we can only work with the emulator, so if it works there we can't diagnose the problem. Only Intel can do that.

    While I would, if you search for the issue and the symptoms - the only people with this problem appears to be mostly Scirra's Construct 2 people. And its either resolved in an update or something they change in their projects. Most of them are unspecified or never follow up.

    EDIT:

    Tested on iPhone 4S and Chrome app - after exporting from XDK, the game is broken. Unlike Android, it runs but its usually half the screen and the touch buttons do not work.

  • When I export my Construct 2 capx into Intel XDK, it works fine in the emulator.

    When I use the App.Lab app or the apk, the phones only show a black screen.

    I've tried to research it but wherever it comes up, they are either a year old (before Intel acquired Appmobi XDK) or are options I've already tried.

    I'm not using pugins, I've tried to disable minify script, and I've tried multiple Construct 2 versions. I would say its an issue with XDK, but I feel as if I'm missing something more evident.

    EDIT:

    Tested on iPhone 4S and Chrome app - after exporting from XDK, the game is broken. Unlike Android, it runs but its usually half the screen and the touch buttons do not work.

  • I would like to bump this considering the changes to appMobi into Intel XDK. The issue of the "black screen" is still occurring for me despite it a year later.

  • I too am still getting a black screen on both the Galaxy Note 2 and S3.

    Works fine in the XDK emulator on any android device, but when using AppLab or build to apk - it fails with a black screen after the splash.

  • bump

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  • So I've been trying to follow the tutorials where you make enemy sprite, create an event where

    if player collides with enemy

    then either check if platform is falling (if so kill) else player take damage.

    This does not work for me! I don't understand why. I have the platform behaviour attached to my player box. The hitboxes are fine. But the "is falling" condition never activates.

    I also tried another tutorial where I had to setup an animation that would fire when falling, that didn't work either. Where am I going wrong with platform behaviour?

    <img src="http://i.imgur.com/gqZpwy8.png" border="0" />

    Also, can someone explain to me how setting the platform's X or Y vector works? I set the vector X to -2000000 if I run into the enemy, but it knocks me back only a tiny bit. Even if the number is -60000000 or -500 it doesn't make a differenc.e