Ignaci's Forum Posts

  • Good to hear Aelfraed!

  • ludei probably missed your post, Aelfraed

  • ludei

    Problem went away after setting "webGL" option to "off" in the launcher settings.

    Cheers!

  • Thanks!

    I will let you know if that works.

    Ignas

  • ludei

    Unfortunately, i was wrong. The problem persists. Here's link to the .capx - https://www.dropbox.com/s/fw0n6eaql5kzh ... .capx?dl=0 for you to duplicate the problem.

    Thank You <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • ludei

    Thanks for your reply!

    i meant stable 184 version of C2.

    Everything works fine now after your CocoonJS launcher for iOS update.

    Thanks!

  • Good day!

    i am receiving this error when trying to launch an exported CocoonJS project with CocoonJS launcher for iPhone.

    [attachment=0:2mc275rj][/attachment:2mc275rj]

    It happens only with this project and started to happen only when i updated Construct2 to the latest (current) version

    ludei

    Sincerely,

    Ignas

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  • Good Day Constructers!

    I am having a little problem here!

    The game exported via CocoonJS scales well on Android phones but when it comes to tablets there is a slight problem.

    [attachment=1:2ky9rlwt]unnamed (1).png[/attachment:2ky9rlwt]

    This is fine on the phone.

    [attachment=0:2ky9rlwt]unnamed.png[/attachment:2ky9rlwt]

    And here we got problem on the tablets.

    The right corner is not scaled properly.

    The window and layout size is the same 1080, 1920

    The screen does not move a bit intentionally.

    It is exported using Scale to fit option on CocoonJS. And scale outer on Construct2.

    What could be the problem guys?

    Tried a lot of things but maybe there is something i am missing. ludei

    You can check the game itself - https://play.google.com/store/apps/deta ... onsterband

    i really hope there is a solution!

    Thanks!!!

  • Ohh. Great!

    Thank you very much for your quick replies!

    Cheers!

  • ludei Thanks for the reply!

    So in the screenshot below, the item should be consumed correctly, right?

    So the code will recognize the itemID and transactionID that way, because it's an action after "purchase complete" event?

    [attachment=0:2zppj1g7][/attachment:2zppj1g7]

    Or i am wrong? (sorry for my poor programming knowledge but that's why many of us use C2 )

    P.S. IMPORTANT: I am using an outdated version of C2 because exported C2 project via CocoonJS doesn't work on iPhone 5 CocoonJS launcher. The debug shows that there are some kind of legal issues.

    We really love CocoonJS and we don't really want to see it out of Construct2! Please agree you two! Scirra

    Thanks!

  • ludei

  • Hey Guys!

    I've tried making a consumable type of purchase on a Construct2 game exported via CocoonJS but it's not working on Google Play.

    The action called "on product consumed" asks for transaction ID, but how do i know it if the purchase isn't made yet?

    [attachment=1:1l2mbgud][/attachment:1l2mbgud]

    [attachment=0:1l2mbgud][/attachment:1l2mbgud]

    THANKS!

  • Buzz

  • Hey guys!

    Is there any way to record in-game sound and then save it on the user's phone or share it? (Cocoon JS)

    Thanks!

    Ignas

  • Thank you for replying but there is nothing to do with capx as I just want to ask if events like bullet speed, enable/disable bullet and timescale are only limited to 1 for them to work.

    For example I can make pause on Main Menu pressed but my slow motion mechanic won't work. Looks like you can't use timescale more than once in a project. Are there any way around to make some things work more than once?

    Thanks!