DavidA13's Forum Posts

  • Hi all!

    On my iPad (4) and my iPod touch (4) when I use the keyboard in a HTML5 game the keyboard goes in from the bottom of the screen (wich is normal lol) and the whole game goes up to accomodate for keyboard space. ...but when I'm done the keyboard goes out at the bottom and the whole game screen try to return back to his place by going down a few notches but there is alway a good 1 cm missing at the bottom, a 1 cm black space so there is 1cm of the game screen missing at the top.

    The only way around for now is to rotate my iPad to make the game resize itself...is there an event/action combo that I missed to ask to my game to resize after using the keyboard or is it something that could be adressed in a future C2 release?

    Thanks in advance.

  • Hi Septeven!

    Awesome plugin by the way!

    Is it possible that the "on text changed" action doesn't work? Or maybe it's just on an iPad? (Let me test that on Firefox while writing this...no, doesn't work in Firefox on a PC either)

    Can you verify that? Because I replaced my previous text object with your multiline one and it's the only thing that don't work.

    Oh, and, one last question, do you plan on adding support for different "units" for text size like points in addition to pixels?

    Thanks for your work!

  • A BIG thanks for taking the time to answer me on this Ashley.

    I tried it with a text object containing the tickcount here and it doesn't work either on iOS (6 here) except on the first time but on other platforms the tickcount updates correctly everytime.

    In a browser:

    jeuxid.com/iHD/Test-iPad-LinkV3b

    Link to .capx file (required!):

    jeuxid.com/iHD/Test-iPad/Test-iPadV3b.capx

    jeuxid.com/iHD/Test-iPad/Test-iPadLinkV3b.capx

    I want to bring your attention to something that could maybe help you to find a way to work aroung this in C2...?? I understand this bug may appear on iOS only but maybe you still can adress it via a "workaroung" for iOS? The "something" is the fact that my 2 text object have text initially in them that are not "0" (zero) if you look at the first Capx, the text object that contains the tickcount contains the text "tickcount will appear here" as an example. But the "on every tick" "set text" action updates it to "0" before the browser tab "freezes" on iPad. Same thing for the other text object the 2 actions of the "on start of layout" put a zero in it but the "on every 0.3 seconds" actions doesn't "proceed".

    Thanks again for your time.

  • I finally made some simple files to show you my bug on iPad 4 (and iPod Touch 4) in wich I get "stuck" if I go from one html5 page/game to another directly.

    You can try it first in a browser:

    jeuxid.com/iHD/Test-iPad-Link

    Link to .capx file (required!):

    jeuxid.com/iHD/Test-iPad/Test-iPad.capx

    jeuxid.com/iHD/Test-iPad/Test-iPadLink.capx

    (this second one is just a line of text with a "Open URL in new window" action of the Browser object, nothing else.

    Steps to reproduce:

    1. You just click on the first file wich contain only one line with a link and then you are directed to the second file wich is just a number, starting from 0 (zero) that goes up by one every 0.2 seconds.

    2. On iPad (4 here) or iPod Touch (4 again here) the number doesn't add up, but it works in Safari on a Mac, in Firefox on a PC etc.

    3. If I hit refresh on the second page in iOS (iPad or iPod) then it works, or if I go to this file directly without using the first file. Its also "resume/work" if I touch the Adress Bar in iOS and then untouch it or try to zoom/unzoom, it seems I have to unfreeze the Safari browser window on my iPad/iPod.

    Observed result:

    The file is "stuck", those files are just an example, it's does the same with my 2 C2 minigames so far. (only on iPad/iPod/iPhone, not on others tablets I think)

    Expected result:

    The file should not "pause" at the beginning...

    Browsers affected:

    Firefox: NO

    Safari on a Mac: NO

    Safari on iOS (iPad 4 and iPod Touch 4): YES

    Internet Explorer: I don't know

    Chrome: I don't know

    Operating system & service pack:

    iOS

    Construct 2 version:

    Release 119 (Feb 13)

    Thanks for your time!

    -----------------------------------------------

    Here is my post in the "closed bugs" section, sorry for the double post.

    Sorry for being so late Ashley.

    I finally made some simple files to show you my bug on iPad 4 (and iPod Touch 4) in wich I get "stuck" if I go from one html5 page/game to another directly.

    So, you can test in a browser my simple thing:

    Those files are made with Construct 2 without touhcing the exported resulting files at all.

    jeuxid.com/iHD/Test-iPad-Link

    If you touch the only line in this page it directs you to:

    jeuxid.com/iHD/Test-iPad ...wich is another C2 html5 file that simply add 1 every 0.2 seconds to the black 0 in the center of the screen. It works fine in Firefox on a PC, in Safari on a MA...but not on my iPad 4 and iPod Touch 4 without hitting refresh OR touching the adress bar then untouching it...

    And so, here are my capx:

    jeuxid.com/iHD/Test-iPad/Test-iPad.capx

    jeuxid.com/iHD/Test-iPad/Test-iPadLink.capx

    (this second one is just a line of text with a "Open URL in new window" action of the Browser object, nothing else.

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  • Sorry for being so late Ashley.

    I finally made some simple files to show you my bug on iPad 4 (and iPod Touch 4) in wich I get "stuck" if I go from one html5 page/game to another directly.

    So, you can test in a browser my simple thing:

    Those files are made with Construct 2 without touhcing the exported resulting files at all.

    jeuxid.com/iHD/Test-iPad-Link

    If you touch the only line in this page it directs you to:

    jeuxid.com/iHD/Test-iPad ...wich is another C2 html5 file that simply add 1 every 0.2 seconds to the black 0 in the center of the screen. It works fine in Firefox on a PC, in Safari on a MA...but not on my iPad 4 and iPod Touch 4 without hitting refresh OR touching the adress bar then untouching it...

    And so, here are my capx:

    jeuxid.com/iHD/Test-iPad/Test-iPad.capx

    jeuxid.com/iHD/Test-iPad/Test-iPadLink.capx

    (this second one is just a line of text with a "Open URL in new window" action of the Browser object, nothing else.

  • Question, bug or not?

    My pages need a refresh/reload on iPad if I go from one html5 game/page to another by typing the url in the adress bar or by touching on a link in the page or else they are stuck at the beginning...

    Maybe you (Ashley or other people here) can say me why if I say you that if i then touch in the adress bar on iOS without changing the adress (just to activate/focus on it) and then touch the page above the game "resume"...i.e. is not stuck anymore... It's really is a big problem for me. (I want to buy the business license down the road but I must get aroung 2 or 3 problems on iOS before...)

    Browsers affected:

    Chrome: no

    Firefox: no

    Internet Explorer: no

    iOS: yes

    Operating system & service pack:

    iOS on iPad 4

    Construct 2 version:

    Latest stable

  • One last thing to all here, the .ogg files don't make any problems on iOS for sounds, they must be there for the sound to work on other platforms but they don't "interfere" (spell?) with sounds on iOS. You just need to have m4a working files for your sounds to work on iOS, with or without .ogg counterparts... But you have to do my offline.appcache trick in my post above...

  • chrislechat: Did you verify that you m4a files are really working on your computer? Open them in iTune to test.   Also, my sounds work on iOS by doing this trick only so far: Put the m4a AND ogg files on your server (wich is standard) AND remove the m4a lines from the offline.appcache file. It works 100% for me and nothing else worked for sound on my iPad 4 and iPod Touch 4. Tiens-moi au courant Chrislechat! ; )

    Ashley: I know you said to me that removing the m4a lines from the offline.appcache file will make my game not work offline on iOS but I can assure you that's the only way it work on my iPad 4 AND iPod Touch 4. If I don't do this the sounds are working like...1 game on 3... If it would have been my MIME TYPES on the server this trick would not have make them work 100% of the time right?

    The moment I send an update of one of my game without editing the appcache file my sounds stop working...

  • ...or the game going into the background...the user leaving the game temporarly etc?

    The "on resumed", "on suspended" and "page is visible" events doesn't seem to work at all on my iPad 4 and my iPod Touch 4.

    Thanks in advance.

  • Is your text file online? If yes, then use the AJAX OBJECT to read (get) the file and to write (post) in it.

  • brett: Did you try my trick? You must include ogg AND m4a files into your project...and remove the "m4a" lines in the offline.appcache file to hear the sounds on iPod/iPhones/iPad steadily, that's the only thing that work 100% of the times for me on iOS.

  • Your own server probably don't have the MIME TYPES "configured" for .ogg and/or .m4a files.

  • sogen:

    No mention on the R119 page maybe but a sound issue was adressed between the latest stable release and the R119 one, can't remember in wich beta release exactly. Thanks for the "cache trick".

    Ashley:

    Thanks for the reply. ...and if I say you that I had the exact same problem with your link (Space Blaster), it can't be the MIME TYPES then, Am I wrong?

    Did you try to play Space Blaster for more than one game and by hitting "Refresh" between 2 games? It was really buggy the sound on my iPod Touch 4 AND my iPad 4 even with Space Blaster, for most games the sound didn't work at all, but the first one almost always worked after emptying the Safari cache.

    Thanks for the info for the offline support, for now I prefer the game to work every time with sounds online and not at all online than having the sounds just play sometimes... :( I just removed the m4a lines from offline.appcache file, not the .ogg so at least it will work offline for non-iOS users right?

  • I have no capx because it's useless for this one. I tested a lot for the last 2 weeks on differents iOS platforms to get my sounds working with differents capx. The bug is an "iOS" one not one linked to specific capx...

    Steps to reproduce:

    Removing the sounds files from the offline.appcache seems to correct the problem at 100% so far. I tried before this to empty Safari cache memory on iPad and iPod Touch, I tried to restart them to be sure the cache is empty and to change directory of my games too and nothing worked for a consistent continuously working sounds in my games on iOS, except this. (Removing the sounds files from the offline.appcache)

    I hope it'll help you and other people around here. It really work like a charm now wich is great!

    Thanks for the huge work on C2, great program!

    Browsers affected:

    Chrome: no

    Firefox: no

    Internet Explorer: no

    SAFARI on iOS: yes

    Operating system & service pack:

    iOS

    Construct 2 version:

    R119 (latest as of this post, wich was adressing sounds issues on iOS from the blog post announcing this release)

  • Hey Ashley, I found a way to make my sounds work every time and not inconsistently on iOS.

    Hoping it will help you maybe for a future update? I removed my sounds files from the offline.appcache file and it works now in every game if I hit refresh or not.   <img src="smileys/smiley1.gif" border="0" align="middle" />

    So it seems iOS don't handle very well the caching of m4a files for now...?

    Ashley/Guys, Should I post that into the bugs section?

    Thanks for the awesome program!