Colludium's Forum Posts

  • Agreed! Workarounds are possible, but all involve pain....

  • Or pin a sensor object position only below your sprite and see of it's overlapping the floor.

  • Apologies if this has been a recent discussion...

    So, I've been trying to find ways to deploy across various platforms to include mobile. Aside from the CJS/GC/Ejecta discussion, I find that deploying to mobile (browser or CJS) yields changing results according to processor load, how modern the handset is, number of objects that instant etc. The problem as I see it is that my poor old mobile and tiny computer/phone is trying to yield 60 fps and, if it can't, it tries its best to give as close as it can at any given moment. If only I was trying to write a game of othello...

    My coding must suck, because I can't seem to demand a constant load on the cpu which causes the framerate to vary, with a consequential degradation in the user experience.

    As a workaround, what does everyone think to allowing the developer to set the FPS for any given game? Instead of stressing out trying to provide 60 fps (and only giving between 40 - 55 fps) my mobile would be able to relax, chill and comfortably do the required maths to render to 30 fps...

    Just a thought. Am I alone?

  • Hi ludei

    Many of us would like to get physics running in cocoonjs but are met with black screens and various failure codes about unrecognised physics calls. The fix so far has been for us to turn off the cocoonjs accelerated physics, so we all feel like we're missing out somewhat. Can you reassure us and confirm that ludei are on the case and will be providing a fix soon? When I emailed you in Aug about this you replied that this was a Construct 2 export problem and nothing to do with your product... Which is it please?

    Thank you!

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  • Dasat,

    Great! I seem to spend 3/4 of my time doing battle with my own self-induced logic conundrums...

  • Cipriux - that's the detail I couldn't remember; thanks for clarifying it!

    Bookmarked...

  • Dasat,

    I think I've figured this out. Your events are working correctly but, as soon as the click on the myPlay button is detected the Challenge Handle group becomes active and, because the other layer's buttons are all located in about the same place they then register the same click, causing the apparently random screen changing.

    One easy fix could be to add a wait of 0.2 or similar in the myPlay On Click events between making the layers visible and setting the Challenge Handle group active. Or just move the other buttons so they don't register the same click.

  • Ludei told me the file size was because that's the smallest they could make their cocoonjs wrapper (think of it as a browser specifically for your html5 game). When i asked them about it they were quite robust in their defence of the file size to me and, as I'm not a code writer, I have to bow to their expertise.

    There is a folder in the apk you can delete if you're not targeting sub-arm7 platforms (i think - found the tip on another thread, use 7zip or equivalent) - I can't remember what it's called as I'm away from my computer but it's pretty obvious and should save you some memory.

    Edited for spolling....

  • Joannesalfa

    Much respect to you! I am just a little bit excited...

  • <font face="Arial, Helvetica, sans-serif">@thegrind,

    Awesome find. However, I see that the bug is slightly different to how you describe it. I think something is not working as it should here, though.

    Here is what I see:

    "On touched" works correctly for me; the event causes only the Sprite in the touched Sprite2 container to rotate.

    "Is touching" and "cursor is over" affects all of the Sprites, as if the trigger was affecting all of the containers at the same time. My understanding is thtat the other Sprites should not rotate - the trigger event should only pick the instance and associated container that is touched/mouse-over. Unless anyone sees my interpretation as incorrect, I suggest you submit this as a bug report with this.

    Interesting that you don't see any effect with On Touched....</font>

  • I think I know what Ludei�s response would be�.

    Ashley, do you have an update on this for us please? I think C2 is an excellent design tool and I really like how Scirra are proactively seeking new ways to improve its product. However, this is the only area that�s lacking (in my opinion) as we seem to continually have to wait indefinitely for an apparently disinterested 3rd party to fix problems it won�t acknowledge exist.

    Anyone hear �game closure� for open source ios and android export�? (I know it's the Ejecta thread, but there you go!).

  • I gotta say that it does seem amazing how we have all normalized what is, for me, the only irritating aspect of the C2 interface! Why can't C2 assume that all objects we create in the objects bar then might be included in the game at some point? I mean, I'm not putting them there for the fun of it ;) - then we can create instances of them without having to first put them into a dump layout?

  • I have an app on android using cocoonjs that launches the email app via the browser object - if that helps (a 'click here to email' UI)... I always assumed that the default browser would be called if a web page was requested instead, but I haven't tried it to confirm this.

  • ,

    Just out of interest, what method are you using to import your game into xcode? Could this be a manifestation of how that wrapper handles the code? Thanks.

    Edited - disregard, I just read the Ejecta thread...

  • OK, if I build with xcode 5.0 and enable Game Center then the app builds (hoorah! - although it sticks on the login...). If I disable Game Center then the build fails with the following error codes:

    dl.dropboxusercontent.com/u/184657779/xcode%20build%20fail.png

    Anyone any ideas what I might need to do to rectify?

    Thanks.