Nathan's Forum Posts

  • ludei To clarify on the crashes simwhi has stated:

    Google Nexus 7 (Android 4.3) - Very frequent random freezes/exits at various points.

    Samsung Galaxy S (Android 2.3) - Occasional freezes/exits after loading

    Compiled 01/08/13 using the cloud compiler, which I assume is using the 1.4.1 engine. We didn't have these problems with 1.4.0

    Thanks

  • sirrance There is a vibration check box under "extensions". Make sure you tick that and press the update button. It should then work fine.

    I had the same problem when I forgot to "update" and the vibration crashed the app whenever it was called.

  • I second that. It would be really useful, thanks.

  • Guizmus Thanks that's an excellent tip. I remember a similar problem when the 9patch was first introduced. I wish I knew this back then. I had no idea you could open a capx with winrar.

  • https://dl.dropboxusercontent.com/u/41218343/Spritefont%20bug.capx

    dl.dropboxusercontent.com/u/41218343/Spritefont%20bug2.capx

    http://

    Steps to reproduce:

    1. Create Spritefont.

    2. Rename Spritefont, save project as CAPX and close

    3. Open Project

    Observed result:

    The project will not open.

    "Failed to open project" error massage

    "Cannot Find Object Texture File 'SpriteFontBlue.png' in the object texture folder"......

    The first Capx shows the project before renaming the spritefont and the second shows the error massage. I can't seem to recreate this with every Spritefont. SpriteFontPink caused no problems for some reason. Only renaming the other "SpriteFontBlue" caused the message. For our game project, I can't import any spritefonts or rename them without this error message.

    Expected result:

    Open project

    Browsers affected:

    N/A

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version: R136

    In addition there seems a bug importing sprite sheets with 13 columns. The last column is ignored. We added another column with a dummy character, making it 14 columns wide and everything worked fine again. I am not sure whether this applies to all odd numbers, or just unlucky 13!    

    Thanks - Great new plugin by the way.

  • I'm getting a similar problem caused by particles:

    Javascript Exception (Line: 18821 File: '13805000' Tag: 'timer'): TypeError: Result of expression 'this.runtime.glwrap' [null] is not an object.

    This points to the function in the C2 runtime:

         typeProto.loadTextures = function ()

         {

              if (this.is_family || this.webGL_texture)

                  ?return;

              this.webGL_texture = this.runtime.glwrap.loadTexture(this.texture_img, true, this.runtime.linearSampling, this.texture_pixelformat);

         };

    This happens whether WebGL is enabled or disabled. Deleting the particles solved the problem.

  • They say on their forum that the new version of cocoon has a rewritten audio engine so hopefully the audio problems will be solved.

  • louisjoe The CocoonJS launcher is only for the zip exported from C2. The zip from the cloud compiler is different and contains the files needed for the final publishing stage.

    If you've used the cloud compiler, the process is easy for Android but a bit more difficult for iPhone.

    Android is easy because you can just unzip the download from CocoonJS and install the .apk file straight onto your device.

    iPhone is much more difficult. You need to compile the x-code stuff in x-code on a mac and you need a developer license. Ludei can't really automate this stuff due to Apple's developer restrictions. I haven't gone through the iPhone process yet, so someone else may be able to expand on it a bit more.

    If you want to just run your game on your iPhone, don't use the cloud compiler. Just run the zip that C2 exports in the cocoon launcher.

  • thehen Your graphics really are beautiful and your up-scaling of sprites to make them out of focus really is a revelation.

    The thing I don't understand is (and I read Tom's blog) that while using lots of small images saves a great deal of memory, doesn't it cause massive overdraw issues? How well does this method work on mobile, where it's best to keep to a 3-draw limit?

    If a background layer is overdrawn but stays static, is it redrawn every tick or held in memory as 1 image? Maybe Arima will be able to help answer this. Thanks

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  • theames It's interesting that it's working for you with full http urls. I've just tried my example in the launcher and it still doesn't work.

    The reason why I want to load images in this way is we produce educational games, primarily for teaching languages. We would like to be able to dynamically load images from a very large pool without loading all the images into RAM.

    For our purposes the problem should be solved when CocoonJS releases WebGl and layout by layout loading. However, it would be nice to be able to keep one code base for the online version (Load by URL so the user doesn't have to download all the images) and the mobile version.

  • Bump. Ashley

    Please can you implement back button control as a Cocoonjs feature?

    It makes the game look more professional and is actually essential in order to get featured on Google Play. Also at game exit is the optimal place to place a full screen ad and make revenue.

    I'd really like to make enough revenue to upgrade to a business license. ;-)

    Thanks

  • It's great to see ajax now working for project file imports in CocoonJS, but it still isn't working for loading images by URL. Thanks

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/41218343/LoadFromURLtest.capx

    dl.dropboxusercontent.com/u/41218343/LoadByURL_2013_04_12-07_32_07_debug_signed.apk

    Steps to reproduce:

    1. Install file on Android or preview in browser

    2.

    3.

    Observed result:

    Works fine in the browser not in CocoonJS. Nothing is loaded in CocoonJS

    Expected result:

    2 Colours should load instantly and then after 10 seconds alternate between instances

    Browsers affected:

    Chrome: no

    CocoonJS: Yes

    Operating system & service pack:

    Android 2.3 Samsung Galaxy S Clear

    Construct 2 version:

    R25

  • Thanks for the info guys.

    It makes sense now. As any layer can have a coloured opacity and that would count as a draw, it makes sense that the background layer would as well, in the same way as clearing the background with a transparency would count as a draw.

    I suppose I was hoping that flushing the background with 1 colour (or transparency) would be a simpler task for the renderer than rendering an image.

  • Does a coloured background layer count as a "draw" compared with a full texture, in respect to overdraw?

    For example, we have a static background image for a small layout (480x800) which is composed of half a screen of pictures at the bottom and then largely 1 blue colour at the top (i.e. sky) with a few additional images in the sky.

    The options as I see it are:

    1)Using a blue background layer and overlaying half a screen of pictures at the bottom. Would this count as the first draw or a second draw in addition to the blue?

    2)Using a tiled blue on a transparent background with some overdraw where the jagged pictures overlap.

    3)Using one full background image on a transparent background, being only 1 draw but with the need to load a larger texture into RAM.

    Number 1 seems the best good option, but not if it causes half a screen of unnecessary overdraw.

    Thanks

  • ome6a1717 Have you tried declaring your text as strings? i.e.

    str(data)

    Clearly declaring the data type often fixes a few idiosyncrasies across browsers.

    Also check you're not setting your variables incorrectly as text or number, which can be an easy mistake to make.