GeorgeZaharia's Forum Posts

  • Problem Description

    When i added browser plugin to project, just add it ,ios devices cant load the project anymore. all i see is a black screen, not even the loading screen.

    this only affects html5 exported projects i didn't tested on mobile compiled versions. (intelxdk/phonegap)

    im using ipad4

    Edited: on R239 this doesn't happen.

    Attach a Capx

    ____ Capx ____

    hosted capx in html5 version

    Description of Capx

    only has the browser plugin added to project, and a text on layout 1 saying browser plugin added.

    Steps to Reproduce Bug

    • Step 1 - open any project/template
    • Step 2 - add browser plugin
    • Step 3 - export the project to html5
    • Step 4 - host the project somwhere on internet where is playable from any devices/scirra arcade/personal website
    • Step 5 - play the game using your ios devices/ipad4
    • Step 6 - you should see a blank/black screen.

    Observed Result

    black screen

    Expected Result

    load normally as on desktop or android

    Affected Browsers

    • Chrome: ( Probably)
    • FireFox: ( Probably)
    • Internet Explorer: ( Probably)
    • Safari: ( Yes)

    Operating System and Service Pack

    ipad4/ ios 9.3.3 (13G34)

    Construct 2 Version ID

    r 240

  • it might be regarding the browser plugin, try remove it and install again. il submit my bug report today regarding browser plugin

    edit: here is the browser bug that affects ios mobiles

  • here is another message :

    Javascript error!

    SyntaxError: identifier starts immediately after numeric literal

    http://localhost:50000/preview.js, line 1 (col 0)

    different message, noway to run preview of the project. I did'nt made any change since 2 weeks ago, when all my project was running with no problem on preview

    i dont think is a C2 related bug, more of a plugin/behavior bug, either u installed or modified a plugin or behavior either u have something incomplete in behaviors and plugins.

    also, the localhost:5000/preview.js only applies to you not for everybody, or atleast ur version of preview.js is in ur computer on localhost:5000 while on my computer the localhost:5000/preview.js shows my preview.js not yours.

  • i love you OP you solved my headache and still works perfect in r240 here newt sorry for summon u in that old 2012 post.

  • Its was just:

    family, for each ordered by y ascending, send to front

    is that still working?

    sorry for reviving this post... but my r240 doesnt work like that anymore for me atleast.

  • Edited: No Problem

  • , zenox98 thank you guys! is this Scirra's real site? ---> https://www.construct3.com/

    yes

  • Happy Birthday To the scirra members that are celebrating their Birthday today 12-12-2016 (based on the Forum Dates)

  • yea you can destroy the green pieces if they are not overlapping the grid tilebackground or are spawned outside that way u cant click them therefor u wont be able to move outside.

    here you go i modified the capx a bit. remember to keep the sizes of the grid relatively to 36 pixels or something like that. the grid is based on visual placement.

    but u can do it using arrays or other stuff. but this method i find it most simple then most.

  • Yesterday i worked on debug various things and maybe i found the problem, or one of the problems.

    When you clone a mesh using events you only clone the mesh in the 3D scene not the NewMesh.object

    ................

    if not we can't manage this mesh using events because C2 not have idea this one exists, only exists in the Babylon scene render.

    Or maybe i'm wrong?

    not really, you clone both just when they are cloned they are not linked as 1 object. that is why the visual object clone is not reacting. unless u set the name in the properties. which you cant since the function "set name" cant be called by event expression.

    but im waiting for the version 0.6(because atm its a to big hustle to clone 1000 items and move them around, and i dont want to visual place 1000 objects in the editor and rename each of them and then add extra variables to each of them by hand), but maybe things will work as we where thinking. and maybe Babylon3d will also get to keep its current behaviors and effects.

    In response to the 2nd worry u had, i dont think that is a issue, C2 not being able to know if the object exists... as a example Q3D does exactly what we are talking about 3d objects that are cloned dont use mesh arrays, they act like the normal C2 sprites there is no need for extra names or id's.

    And if ur thinking well is different... i dont think Three.js is to big of a difference from Babylon.js both use a variety of libraries inside and the one that renders the 3d object is the same. so it should be possible for Babylon also to be able to replicate the Sprite object recognition. unless X3M made a core build that object picking is to hard at this point in development to change, unless he re-codes everything. which wold be a big delay and extra work.

    As i seen in the common.js and runtime... the newmesh is picked mainly by the mesh.name and if a same name object exists then the new one doesn't get pick if i remember correctly there is a comment in runtime where it says "no need to duplicate", but might not be related.

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  • LoneVox

    I updated this capx, just changes parameter "waveform" to "ff" to enable fft analyze.

    API of Analyser is here

    well ... lol and i was thinking that isnt possible... this is great rex solved all my old requests ha .. thanks for this

    Rex? is the smoothing automatically added or we can change it as we wish? by adding another "smoothing" under the fft size?

  • you couldv just move the destroy above the wait 0.2 and i think wold be fixed... adding the wait time, the contained clicked item wold be lost, and then destroy wold apply to all familly members.

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  • damjancd the only thing you can do to not fry eggs with your iphone, is that you need to limit the everytick checks of the webgl, and use it only when its needed... unless u have some webgl dependent effect which must stay always on, then ur pretty much... footless as you said.

    as referring to compiling the best, i find intelxdk the best wrapper atm, its self explainable, no big things to understand to just "poop" c2 apps with it.

    i dont know how you find yourself in this type of situations with compilers ... its like 1000th post complaining about compiler software that are doing "something wrong" to the .apk or .ios format.

    never encountered any issues so far, the only issues i seen in my past projects, was that the projects where all messed up(unoptimized/bad event sheet coding) from beginning not the compilation process.

    most people are co-dependent on function calls, while i get it its useful, its very cpu intensive when run'd in 100 loops or very fast conditions to almost everytick conditions.

    also, you read the latest update? im guessing didn't applied in January, but now Ashley enabled 2 versions of webgl, so your app i think should work better, if you are re-exporting.

    but then again, depends on the iphone ur testing the app with, early ios devices(before ios7 or 8 cant recall) dont support webgl, so its a big market issue with iphones there.

    good luck, and hope i see ur game in the top charts soon, i love the graphics u made, they are amazing.

    P.S the only compiler that i encountered issues with was the ludei one when they released in beginning in 2014 -2015 but then i switched to intelxdk and never had any compiler problems. never used phonegap mainly cause of their free app license

  • here is a event simple grid movement maybe you can adapt to your game