Nofish's Forum Posts

  • r136 has a particles bug on Cocoonjs.if your layout exist paticles will cause error. delete particle instance and try.

  • I haven't upload my game for apple approval.And there is a particles bug on cocoonjs in r136.I am waiting for next build to fixed this bug then release my game.

    Also i am waiting for the coconnjs update for a long time.

    It is better to use a multiple of 8 to design you game graph.My character sprites in the game width and height is about 32*96.

  • Thanks a lot blackhornet! What an easy and useful tool you created!

  • <img src="http://i43.tinypic.com/2mhamh1.png" border="0" />

    <img src="http://i42.tinypic.com/333inly.png" border="0" />

    <img src="http://i39.tinypic.com/2jahw2g.png" border="0" />

    The out range you can use some tiledbackground.

  • I did not test on iphone 3gs.

    My project default screen size was 1136*640.And I test it on phone 4s and IPAD1.It show perfect.

    You can also and do some Calculate to adjust X postiton.

    Use Anchor behavior to adjust HUD is not a good way. You will see the HUD flash to the position when layout start.

  • If layout exist particles instance will cause the error.

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  • sorry miss some content.

    for example:

    Default screen size: 1136 X 640

    on layout start ->

    adjust_Y=0

    if WindowWidth/WindowHeight < 1136/640

    set adjust_Y=defaultHeight/2-defaultWidth/WindowWidth*WindowHeight/2

    set HUD y default Y + adjust_Y (HUD on top)

    set HUD y default Y - adjust_Y (HUD on bottom)

  • I use scale outer mode. Only adjust Y position of HUD.

    Calculate adjust distance by windows size

    And set HUD position at layoutstart

    for example:

    Default screen size: 1136 X 640

    on layout start ->

    adjust_Y=0

  • My first IOS game waiting for final release.Now face an issue about particles error with Cocoonjs in r136.Hope bug fixed soon.

    <img src="http://i39.tinypic.com/2n0iznt.png" border="0" />

  • Excuse my poor English.

    This issue not exist on r134.

    I update r134 to r136.

    Link to .capx file (required!):

    url.cn/EJKxEq

    share.weiyun.com/85f5ed9e34254cfd200099161e49579f

    Steps to reproduce:

    1. export cocoonjs zip

    2. run on the cocoonjs launcher (I use cocoonjs launcher on iphone 4s)

    3. Touch to switch layout to layout2

    Observed result:

    Can not switch layout.

    Launcher show error:

    Java Script Exception(Line15322 Tag 'requesAnimationFrame') TypeError: 'null' is not an object (evaluating 'this.runtime.glwrap.loadTxture')

    Expected result:

    Go to layout 2

  • I use EjectaXporter_WebGL to export and build IPA file. But C2 renderer show canvas 2d not webGl.Not real support WebGL.

    This plugin is there some condition like' on score submit success', to avoid submit score everytime to gamecenter.

    thanks

  • Thanks a lot! It works.

    3 - Export your game WITHOUT minimizing to HTML5 default

    I export minimizing HTML5 file cause that issue.

  • 0plus1

    How to use Ejecta? I follow the tip on GitHub.And build IPA file running on iphone4s,but after logo screen there was on only black screen.Did i miss something?

    Is there some detailed tutorials to know how to use Ejecta.

    Thanks in advance.

    I was so impatient on waiting for the cocoonjs update.

  • rexrainbow

    This is great plugin! Thanks rexrainbow.

    But I find this plugin show font by creat instance of every character. This may lead low performance on moblie.

    Is there some way to optimize it?

  • For creating a sprite font without a plugin check out the very simple solution in this thread by immigrantsheep:

    http://www.scirra.com/forum/sprite-text-to-follow-another-sprite_topic68878_post423261.html

    He came up with the start of something pretty decent.

    This way is not a good choose.In this way will creat many instances in the layout.It cause low performance on the mobile. I test on iphone 4s with cocoonjs. It lose 5-8FPS when redrawn.