BAnyBudde's Forum Posts

  • Awesome, Thank you Ashley.

    I really do appreciate your hard work and effort.

  • Yip, Have the exact same problem :(

    All my previous projects worked just fine when exporting, but it seems the new 'Fix' for accelerated physics has just broken both standard and web based exports :( Hopefully they will fix it for the next update and spend less time on the debugger which is awesome

  • Link to .capx file (required!):Project is a full working game ready for Commercial release, so I cannot share it unfortunately

    http://

    Steps to reproduce:[Export Project to Cocoonjs]

    1. Export file to cocoonjs in standard web based

    2. Export file to cocoonjs in Accelerated

    3. ( Please note, there are no Revolute joints in any of my files)

    Observed result:

    When the file is opened in cocoonjs, you get an error with a black screen. and the game will not open with both accelerated physics and standard web based physics.

    Expected result:

    The game should open

    Operating system & service pack: Windows 7

    Construct 2 version: R144

    Quite an urgent problem as the game is literally on the eve of its release, and accelerated physics is a huge PLUS.

    Kind Regards

  • Ok Figured it out, works like a Gem. Now we move on to Consumable items :) woo hoo

  • Ok, guys I seriously would appreciate some help with this.

    I have got the point where apple pops up it's " Buy " and asks whether I would like to confirm my IAP. I then proceed to press Buy. It disappears and then nothing... It does this over and over each time i press Buy, did anyone else encounter this problem, if so, please help me to overcome this issue. Kind Regards

  • So I changed the coding like you suggested, removed the window. part and I can report to you that it is not a better option than using standard web based. Just a heads up so that you are aware of that. pity, I was really hoping it had made use of the proper accelerated physics, but it simply bypasses the error code and runs the regular box2d physics, but with a slower performance. Thanks for the info though, good idea on your behalf darkstar

  • darkstar

    Just wanted to query you on one thing, with your method, is there any improvement with your standard web based if you did manage to get accelerated physics to work?

  • darkstar

    I think you figured it out by the looks of things, but just click on the cocoonjs object and once you have selected it, change the physics engine property to standard web based instead of accelerated physics to make sure that your exports will work.

    Let me know if you are still stuck, I can always help you out

  • EyeHawk

    Just one query regarding testing the in-app purchases.

    How do you obtain the actual file that allows you to test the in app purchase? Must the status be "ready for sale" or "prepare for upload" where and how would I go about doing this?

  • EyeHawk

    Thanks for the info, really appreciate it. I did eventually work that out after pulling all my hair out.

  • How do you set up your actual Products on Cocoonjs Database?

  • tumira

    Construct R141 is a BETA release, maybe you should revert back to R139 Stable and try that out.

  • Squirrely1

    You never quite solved it did you, because they want the accelerated physics to work and not get a black screen. The Standard web based physics seems to be pretty basic "Solution". Like cvp said, it's a workaround, not a fix. Accelerated physics will boost performance ALOT, thats why we are trying to find a REAL solution.

  • bump

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  • cvp

    I emailed Ludei about this situation we're having, and this was their reply to me

    "After some investigations here, we've detected that Construct 2 plugin for physics performs some changes on our JavaScript exception code base.

    We're speaking with Ashley from Scirra, because this change makes the physics on Construct 2 unusable, but it's a Construct 2 issue. And it's out of our control.

    Thank you."