d939569e84594e1586eac3e65e28dfb2's Forum Posts

  • roachhd

    I remember when I did WP 8.1 and universal, in order for universal to work I had to edit some code manually. The same thing happened to me, upgraded to WP 8.1 worked, but using universal did not...

    if you want to PM me your project I might be able to take a look this weekend...or if your fine, just use the upgrade method for now.

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  • They work in test mode (using Visual Studio).

    When you call a purchase using Visual Studio in Debug mode, a pop up appears asking what you want to do. Here you can mock purchases, purchase fails, purchase cancels, and a couple other goodies.

    If you run the app in production mode, pressing purchase brings up a menu saying the app cannot be found.

  • does it work if you export for WP then upgrade to 8.1?

  • I haven't gotten a response so I will re-phrase, when I switch layers I have to create another map object or else the map will not show.

    it has been awhile since I used this plugin, but is it global? can you make it global? I slightly remember something about persisting the google map across layers and it fixed the dissapearing issue for me.

  • I use bitbucket and sourcetree for my projects now. Super easy to setup and use. Plus...it is free (as long as it is for under 5 people, bitbucket is free).

  • huh... works for me fine in CocoonJS. the problem was previously CJS didn't have XML support. However Sprite moved to JSON a while ago. Providing the wrapper has JSON it's good to go.

    woah, woah, WOAH!!! HOLD the phone. Serious?! I am behind on the times!

  • Ok, so it kind of sounds like I might have to do something like this: All MOBS are actually just one object. The dungeon generator/mob spawner will spawn a "generic" mob and set some kind of mob index variable. An "on object created" event will then tweek the generic mob's stats, animation set, and sound set according to the "mob index" value to make a particular type of mob out of it.

    Anybody see any pitfalls in this approach? I am pretty sure you can select animation sets by number, but I haven't worked with sound much yet.

    This is the route I usually go.

    I tried families a couples times but go back to making something else similar to what you mention. It works and thats good in my books.

  • im sorry, but does it work on the note 2 and crashes on the s3 and gm? or does it crash on all 3

  • I have had save take a long time and stutter from time to time.

    When this happens, what does task manager say? how much resources is your cpu, ram, and HDD using?

    Is it a big project?

    Have you let it "hang" for awhile? I have had times where it "hangs" during a save so I walk away and when I come back it is saved and back to normal.

  • I build my games in a dynamic placement/scaling system I designed. It allows the game to display properly and at full size on any device.

    Here's a thread about it with both the dynamic scaling demo and the resutil tool that will help you understand how a game will display on any device.

    I'm planning on doing a blog write-up soon on how I did this technique, so hopefully it will be of use to many, as this problem is a common and widespread one.

    I like dynamically placing everything too. It seems much simpler to me than to have to worry about scalling/things going off screen and what not.

  • I have a problem where it keeps centering the map on the user location.

    do you mean, as the user is moving in real life the map updates automatically? Or, the user moves the map, and it reverts back to the user location automatically?

    Had anyone successfully overplayed sprites on the map?

    You cannot in a construct sprites sense. What are you trying to accomplish?

  • allowing phonegap to the XDK would be a nice way to get ads or monetisation if done properly. looking forward for the update

  • AsinineGames

    thanks for the reply.

    Did you export as cocoonjs?

    • Yes.

    Did you upload the zip file to a host and type the path correctly? Including the .zip at the end?

    • Yes. Cocoonjs launcher accesses the zip file fine (you can see it download it). I have also tried putting the zip file on my tablet with the same results.

    Are you using latest update of launcher?

    • I was not at first. Then I updated it. I went from having a black screen, to a white screen. Still 0 FPS and nothing else loading.

    If you can, click the fps once it starts and see if there is an error.

    • No errors loaded. When I tried debugger on my computer, I could not see anything that was related.

    Try compiling your zip using the cloud compiler and see if you can run the game in xcode.

    • I have not tried this, I will. thanks.

    You can now export as html5 and use cocoonjs as well, but the features from the cocoonjs plugin don't work:

    http://support.ludei.com/hc/en-us/artic ... CocoonJS-2

    • I will try this too, even if it disables some features...it would be nice to see if I can get it to load. Thanks.

    Good luck!

    • Thanks! When I tried cocoonjs a year ago, I had none of these issues <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> Awh well...
  • anyone have a working capx cocoonjs app I may try?

    I have been trying to get one to work but with the 3 cocoon launcher items, none work.

    Canvas + crashes with no message after a few seconds

    Webview+ has a blank page with 0 fps

    Webview is the same as +

    I have tried a blank app with nothing but words.

    I tried 5 of my apps.

    I even tried the partical capx referenced in ludeis post here: http://support.ludei.com/hc/en-us/articles/200862506-CocoonJS-plugin-for-Construct-2

    thanks.

  • thehen

    i am still working on it

    so far I have:

    + inserting row

    + pulling table

    done and tested. The rest I have not had time to work on. I can upload that, or once time allows I will be doing it all.