flymke's Forum Posts

  • 8 posts
  • Hi all,

    In new versions of Construct (R195 and following) CocoonJS and other (e.g. Ejecta) plugins and export options are deprecated. Now there are only "on-board" Construct2 plugins left, e.g. IAP and iAd (or AdMob) and it's recommend to export your game via Cordova.

    I am wondering though if the "on-board" C2 plugins (IAP and iAd) will be supported by CocoonJS (or Intel XDK) or if I still have to use the deprecated plugins?

    Further if I can use them will those plugins be available when I export my game as simple "HTML5" and then use it for example in Cocoon (I know the recommend way is Exporting via Cordova, but that doesn't work for my project for any other reason. HTML5 works fine, but I need iAd and IAP support).

    Many thanks for any answer,

    flymke

  • Update: I also get a black screen in cocoonjs Laucher (no fps are showing) and no error in the javascript error console. However it works fine with HTML export only but as soon as I export it as Cordova it hangs right after the splash screen.

    This also happens with Intel xdk by the way.

    I removed all plugins that I think could cause the error (iAd, iap, Audio) and all audio files, but still the game doesn't load. I feel a little lost here...

    Does anyone know if there is any way to debug this error deeper than using the "default" cocoonJS launcher console?

  • Hi,

    I am trying to publish a game through Cordova / CocoonJS for IOS by following those instructions:

    https://www.scirra.com/blog/154/evolvin ... rt-options

    https://www.scirra.com/tutorials/71/how ... h-phonegap

    In CocoonJS I am using Webview-based platforms (not Canvas+ since it is a non-browser wrapper),

    so I chose Webview+ or System Webview.

    However I always get a black screen after the launch image on my real device (IOS 8) with no error in xcode console whatsoever.

    Actually the last lines I see are:

    [quote:2w8i4wb3]

    IDTK_LOG_INFO: [IDTK] Invoked in ludei::framework::ServiceRegistry::registerService line 93: Registering service: SplashService, version: jenkins-2.1.1_cocoon_services_Splashes-51-0-gd59ddd4

    2015-02-23 19:48:35.846 FSR [823:221723] Ludei CocoonJS: Using WKWebView

    IDTK_LOG_INFO: [IDTK] Invoked in void ludei::gui::IOSWebView::loadURL line 119: loadURL: file:///private/var/mobile/Containers/Bundle/Application/43A75F62-16D7-4C27-840F-C4B2E0377FAB/FSR.app/game/index.html

    2015-02-23 19:48:39.254 FSR[823:221723] Ludei CocoonJS: Using WKWebView

    The only thing I noticed so far is that there is no cordova.js file in the export folder. I know Phonegap creates one automatically (when I try to publish the game via phone gap it works, but the performance is terrible). Could that be the issue?

    Have anybody else experienced this?

    *** UPDATE: I created a post at Ludei Cocoon Forum as well: http://support.ludei.com/hc/communities/public/questions/201890379-Black-Screen-on-C2-Export-Cordova-IOS-Webview- ***

  • I have the same error, still trying to figure out whats wrong.

    Have you made any headway with this?

  • Hi aquinn,

    sound good, thanks for your answer. I didn't try the Cranberry plugins yet (actually I think that's the better way since Ejecta is now "out" and phonegap seems to be the better way). I built other things (Leaderscore) on Ejecta for this project as well so I right now I don't feel like chaning yet (at least for this version) but the 5 sec pause sound like to be worth a try. So many thanks, let's see if that works and Apple let's me in.

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  • Hi all,

    My game got rejected from Apple since it didn't include a "restore purchases" button. Now I actually set up the button (in the Ejecta I found a method "Restore Purchases") - that I have used for it. However I got rejected again from Apple since they say the button doesn't work.

    So when I test it in xcode I see that the button actually triggers:

    [quote:3f0z2us9]2015-01-28 12:19:56.244 Flying Space Ranger[229:11951] IAP: Restore transactions

    in the Console. So it does do something, in fact it looks like it does what it should do (however on the device nothing happens and I am not sure what is supposed to happen here).

    Any hints on what I could be doing wrong?

    I am attaching a screenshot of the event sheet.

    I am thankful for any hint on this.

    Best,

    Mike

  • Title: Ready To Roll

    Author: DpLewis

    Price: Free

    Genre: Puzzle

    https://itunes.apple.com/us/app/ready-t ... 03480?mt=8

    I have to say: Very nice work <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hi all,

    I have been playing around with Construct 2 for a while and I have started to really like it.

    I do have 2 questions that I am facing again all the time and I am not quite sure how to solve them or how other people solve them (what the "best" practise will be for them):

    1. How do I do ... a simple pathfinding?

    For example: I have a "Game Over" screen where I want the "Game Over" sprite simply to move from one position (y coordinate) to the other (from below the screen to the middle). Some easing would also be nice.

    At the moment I am either using the bullet behaviour on the object and set speed to zero if it reaches a certain point/coordinate, or to do a "simulate up" on that object.

    However both methods seem fairly unsophisticated to me.

    2. How do I ... work with Layers correctly?

    Same example as above: The game ends and I want to bring a "Game Over" Screen. I know I could make a Game Over - "Layout" for it however it feels better to me using "Layers" because first of all I don't want the music to stop and want the background to keep moving. It simply feels good I think, if a few things stay but just the layer changes.

    That's why I make certain Layers (Game Elements, Player, Score etc.) invisible and another Layer (Game Over Screen) visible. But: Even though a layer is invisible you can still click on items in that layer. (for example you can still click the "invisible" Layer's Game elements). For a workaround I am now using global variables (game_element_layers = false, game_over_layer = true etc.).

    But still that way doesn't seem so intelligent to me.

    I am thankful for any hints how you make it!

    Wishes,

    Mike

  • 8 posts