EvilObjective's Forum Posts

  • Anyone else run into an issue where some of the images in your game are missing once you've exported to iOS? When I test my game through Testflight I am missing various images. The object is still there (ie: collisions with the invisible object work) but is invisible. Oddly enough I've done two builds and each were missing different images. It happens with various objects (sprite, tiled background, and tile map).

    Could this be a Cordova issue?

    Tagged:

  • I'll add that I'm also having this issue. Happens on iPhone 7+ for me (tried both Safari and Chrome) on the latest C3 stable release. Remote preview to my PC works fine (Chrome). I've used remote preview on a regular basis for the past couple months and haven't had an issue until now. Only recent change I can think of is updating to iOS 12.1.4 in the last few days.

    I don't see the issue posted on git so I'll throw it up there.

  • The title says it all. I'm not very active on the forums but have been using Construct 2 for years and only ever met a couple of other users in person. With GDC around the corner it'd be great to meet some other Construct users IRL. Post below or PM me and let's grab a coffee or beer!

  • I'm currently testing how well a mobile port of my PC game would work. I hacked together a mobile layout in the game and set up preview to work on LAN, and the results are... impressive! Not noticing any performance issues through my iPhone via Safari so far. I've seen a lot of complaints about C2 games mobile performance over the years so I feel like I'm taking crazy pills.

    Before I go full steam ahead with a mobile port - is the performance I'm getting on preview comparable to a wrapped version in cocoon/cordova/etc.?

    Any info/experience is appreciated. Thanks!

  • Thanks for the feedback (and the positive review)! Yes going forward on future games I think I will put more effort into the 'quality of life' type improvements - I made the sound controls super simple because I hated dealing with the UI and was getting frustrated. I actually had the spinning saw blades just how you described them in the web version of the game, but I got a lot of complaints about them being unfair because the players couldn't see them all that well. I like the idea of punishing the player for being sliding down a wall too long or being too indecisive about their jump.

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  • Would it help to have the IDfkn@Xbox-ers contact MS about getting you access sooner?

  • It would be nice to have an ETA. According to the Scirra AMA on Reddit last week they are waiting on MS to give them API access. Seems like it could be a while.

    [quote:2faouku8]We're currently waiting on Microsoft to give us access to the additional APIs like Achievements, since these are only available on IDfkn@Xbox. As soon as they let us in, we'll finish off those last features! It already has enough features to cover the Xbox Live Creators Program publishing requirements though, so at least there's that.

  • Hey thanks Dude!

    I haven't done mac/linux yet because I haven't had enough time to adequately test them. Once I'm sure the PC version is all ironed out then I'll do those ones next!

    The map is loaded off the start and most of the objects were placed using a tilemap system then replacing the tiles with the proper object (eg: the saws). Then the behaviors for any objects are turned on/off depending on whether they can be seen or not. Took a while to optimize!

  • Thanks! Yes it is a bit Meat Boy-esque. Tiny tiny meatboy.

    There are a ton of checkpoints. My design philosophy was to break down each single-screen sections into a series of challenges each with there own checkpoints - like mini levels within each level of the tower. Doing the whole tower in one life would be quite the accomplishment...

  • Hey Everyone!

    My game Big Tower Tiny Square has been released on Steam! It's a subversive take on platformers. In this game There Is No Princess - Only Pineapple!

    The original web version of Big Tower Tiny Square has nearly 1 Million plays across multiple web portals and was featured in a Vsauce D.O.N.G. episode.

    Focuses on being a tough, fair, and funny experience.

    The entire game is one giant level broken up into arcade-like single screen sections

    Trailer: https://youtu.be/h4eLABZFwZM

    Steam link: http://store.steampowered.com/app/75125 ... ny_Square/

    Hope you give it a shot!

    Russ

  • Thanks for the suggestion Gigatron. I tried to offset X and Y but the error still popped up, however you still helped me figure it out.

    The level_tm tilemap object was blank, but still on the layout. As soon as I deleted it the bug went away. I did some further testing on my original project capx and found that the bug was only appearing on layouts which had an empty tilemap object on the layout (any empty tilemap object, not just the level_tm one). As soon as I deleted the tilemap object (or drew some tiles anywhere) the bug goes away. Oddly enough when I created a new tilemap and put it into the layout (but leaving it blank) there was no bug, so it seems the bug might only pop up on projects with an existing blank tilemap object in the layout.

  • Problem Description

    When restarting a layout or changing layouts a javascript error appears. This only happens on certain layouts, however each layout shares the exact same objects/event sheets.

    Attach a Capx

    https://www.dropbox.com/s/morcg7l2088x1sg/BugReport.capx?dl=0

    Description of Capx

    There are two layouts, one where the bug appears and one where it does not. Both layouts contain a moveable sprite and a grey box which triggers a layout change. Press R to restart the layout. Move the player to the grey box to go to next layout.

    Steps to Reproduce Bug

    • Preview "Bugged Layout"
    • Press R to restart layout OR move sprite to grey box to go to next layout
    • Error pops up

    Observed Result

    Javascript Error pops up in browsers, NW.js crashes

    Expected Result

    On Press R layout should restart. On collision with grey box, next layout should load.

    On the "not bugged" layout, pressing R restarts the layout as intended.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Win 7 Prof 64-bit Service Pack 1 (6.1, Build 7601)

    Construct 2 Version ID

    Release 200 (64-bit)

  • Hello everyone,

    I wanted to post this here to see if anyone knows what these errors means before I submitted a bug report.

    My game worked fine before the R200 update, but now when loading certain layouts in game I get this error:

    https://www.dropbox.com/s/lesu2degs2xchws/C2%20200%20Error.PNG?dl=0

    follow by this error:

    https://www.dropbox.com/s/hm1j634av89f4u8/C2%20200%20Error2.PNG?dl=0

    This same error shows up on Chrome and IE (haven't downloaded FF or Opera to try) and it also simply crashes the game when I preview through NW.js

    My game is a simple physics-based platformer game. I find it strange the error only happens on certain layouts since all of my levels/layouts are duplicated from the previous layout. Any ideas? Thanks.