hollowthreat's Forum Posts

  • lol, yes please santa!! the gap between C2 and ludei is getting further and further away, wish all the great feature of C2 can be exported properly for ios.

  • szymek

    thanks for reply! i played around with the image issue, even if i manually replace all the icons and launch image in xcode, that issue still remain, so not much i can do except ignore. but i find my app does not have artwork image when i drag my ipa to itunes, that worries me a bit.

    and for the other issue, i didn't change anything on xcode, that issue shows up right after i open the xcode file.

    i've emailed ludei, still waiting for their reply :/

  • firefox & IE no problem.

    its one of adware addon that i didnt even install myself that causing the error, removed addon & no more errors! :)

    thanks Ashley

  • i know this should contact ludei... but its difficult to find their tech support email from their complex website, so i'm asking here first, see if anyone experience the same problem.

    i've compiled my game, load up all ios images required and optional assets on cocoonjs site, when i open the xcode file, i get these 2 issue warnings, anyone else get this? should i just ignore them?

    Missing "Default-568h@2x.png" launch image

    (null): User supplied UIDeviceFamily key in the Info.plist will be overwritten. Please use the build setting TARGETED_DEVICE_FAMILY and remove UIDeviceFamily from your Info.plist.

    any help would be great, alright im gonna keep looking for ludei email <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Link to .capx file (required!):

    no capx, as any capx, even new blank capx shows the problem

    Steps to reproduce:

    1. open capx or create new capx

    2. run layout(preview browser set to chrome)

    3. keep the browser open

    4. go back to C2 and click run layout button again

    5. error pop up

    Observed result:

    dropbox.com/s/ja52autiueakjjm/C2error.jpg

    screenshot of error message above.

    doesnt seem to affect the game at all, its just annoying every time i try to update the preview i have to click OK on the error pop up. does not happen in the past.

    Expected result:

    chrome loads new preview without error msg

    Browsers affected:

    Chrome: yes

    Firefox: no

    Internet Explorer: did not test

    Operating system & service pack:

    Win7 64bit latest update

    Construct 2 version:

    r152

  • i made some changes to the game, nothing changed in loader area, compiled again, unexpected to see the loader working fine now! weird but fine now... i'll keep tracking on this.

    good for now, thanks :)

  • Ashley

    thanks for reply! what i'm seeing is C2 default loader loads to 100%(or near) then to my custom loader, which theres nothing left to load for my custom loader.

    i might be wrong, but from what i read, my custom loader should take over the loading when elements on my custom loader layout has been loaded? is there a particular order how it loads? because i do my loader layout at the end of my project (i thought loader wouldn't appear for cocoonjs, but it still shows), and it seems my loader is the last thing being loaded?

    i tried reproduce a new capx in the order i did. if you use the cocoonjs launcher, you should be able to see the problem. (compiled by cocoonjs also shows the same)

    dropbox.com/s/olqvjc4o3l7pgea/loader_test.capx

  • i've made a custom loader layout, first layout set to "loader", use loader layout "yes", this suppose to display my loader layout at first right? but i'm still getting the default C2 loader style first, after the default C2 loader loaded complete, then show my loader for 1 sec (because its already 100% before my loader shows).

    am i missing something to make it use my custom loader layout instead? or its a bug? btw, i'm using r152 & cocoonjs.

    on side note, i thought cocoonjs wouldn't show loader at all, because all data are on iphone already, but its still showing C2 loader.... <img src="smileys/smiley18.gif" border="0" align="middle" />

  • space Ape

    thanks again, that was very helpful! i've redo the instance in text already, and working fine, so i'll try str() next time :)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • space Ape

    thank you so much, that just clicked! the instance i set was number, that explains why, i thought i could just name them in numbers, same as the audio files, but it wouldnt work. now i'll change them to text instance. :)

  • I've set up a series of sprite & instance name of the audio they each assigned to, when player click on the sprite, function will send param of the audio name to "play (by name)", in "audio file name", i tried giving it just the function.param(0), it didn't work, i know it take string only, then i tried """&function.param(0)&""" it wouldn't play as well.

    how can i make it play audio from the function param name i send to? <img src="smileys/smiley19.gif" border="0" align="middle" />

  • latest ejecta build(not stable build) seems to breaking C2 support? i'm getting black screen for the first time with ejecta, anyone else have the same problem? any work around??

  • i wonder if the 1.4.5 launcher updated on ios app store few days ago is this new one? or more waits for this?

  • ArcadEd thanks for the example, i have to try that plug in sometime :)

  • it works! and it looks good! has the potential of being fun and addictive, its one of those game u need to spend a lot of time to tweak the balance, is it endless runner? or stage by stage? took me 3 go to figure out the gameplay, and the 3rd time i thought i was doing fine, till the sudden death because i ran out of brain, the lack of human was the problem!? anyways, nice game! look forward to see it on app store :)

    btw, im curious how you do the magnet item function, mind sharing the concept of the event?