nothing1969's Forum Posts

  • Function is the probleme I think. But I've used it everywhere in my projet...It's just impossible to remove it.

    Thanks anyway

  • Hello Ashely

    Here is the projet file with "pick all condition"

    1. at the beginning, i've created 4 objets

    2. I want to use "pick all condition" and destroy them all

    but it doesn't work

    projet .zip file:

    http://www.nothing1969.com/download/debug_pick_all.zip

  • Finally find the solustion:

    scirra.com/forum/save-project-for-older-version_topic54351.html <img src="smileys/smiley1.gif" border="0" align="middle" />

    To go back to an old version, we can open the projet files in a text editor, then change this part:

    <saved-with-version>9900</saved-with-version>

    to the version that you want,like this:

    <saved-with-version>9500</saved-with-version>

    seems it doesn't work in certain situation.

    But it works with me

  • Hi Ashely,

    First of all, Thanks for the Efforts and the Update

    Mais as I've opened the files With r100 and it doesn't work well, now I can't go back to r95 any more...

    And then, here is some other problemes:

    The "pick all" condition doesn't take instances that created during the runtime.

    system WindowsWidth variable doesn't work stablly: which means: sometimes, it is the number preset, sometimes it is the real windows width of brower.

    Kind regard,

  • Sorry but the R100 do not run well...

    Like the systeme "pick all" condition, doesn't include all instance.

    It doesn't take the instance created during the run::::

  • Hello, Mau, I've tried also, to import the sounds as flac, but it doesn't work, all sounds are converted to ogg again.

    Can you please tell me, how did you do that?

    Thanks

  • ludei, I have only a little question, do we have the possibility to use the Compile on August? <img src="smileys/smiley1.gif" border="0" align="middle" /> And What's the future price like?

    Sorry to buther you now, but I'm really interessed with this, we are going to export our projet in one mouth and my boss said it's not so convinient to wait until compile came out. But you know, I really like cocoon

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  • "Also note anything using jQuery will not work because jQuery is not included in these exporters."

    Uh, how does engine solve this problem since jQuery is used in engine?

    I've also found this problem

    Can We please, make a list for all the plugins, to distingue just which Add-ons are all right for Cocoon.

    Because for our normal user, it's really hard to find them...

    Definitely hard... <img src="smileys/smiley11.gif" border="0" align="middle" /> <img src="smileys/smiley11.gif" border="0" align="middle" /> <img src="smileys/smiley11.gif" border="0" align="middle" /> <img src="smileys/smiley11.gif" border="0" align="middle" />

  • Ashley, In fact, There is some probleme that I'm not sure if it's ours' or CocoonJS's

    Here is one of them:

    I've used the sprite TiledBackground, but when I export on Cocoon, there is one more repetion added.

    For example, when an image is use 3 time like this:

    000000/000000/000000

    when it's exported on Cocoon, it's like this:

    000000/000000/000000/000000

    And then I limited the width and height of the Tiledbackgound

    But there is still a problem, so I guess:

    Cocoon traits all the Tiledbackgound as original size * integer , what ever you change them, they stay the same during any action.

    for example,

    when the move to action is used on a Tiledbackgound, which is 3.2* original size , Cocoonjs suppose that it is 4.0* original size. And then change their size to 3.2 when they reach the taget...

    well. Not sure if i've made it clear <img src="smileys/smiley6.gif" border="0" align="middle" />

  • Quest, thanks

    I haven't use IOS launcher jet, But the phonegap take too much ressource on Android, so I can hardly use it.

    I didn't found the differences on the color, perhaps a little blurry but I didn't mention it. Not so much on Android.

  • I've used Android 4.0.

    There is a little bouton , you can just open it and see if there is any error.

    Normally if the fps is >1000 an errors occures

  • ok; Thanks Ashley;

  • And there are still errors that I don't understand or not sure:

    ______________________________________________________________

    JSUtilities Exception: ReferenceError: Can't find variable: jQuery Cause: Tag: requestAnimationFrame Function: function(){b.kd();}

    Raison: not sure

    When run a game for 5 minuit or even longer, this error happened

    ______________________________________________________________

    JSUtilities Exception: TypeError: Result of expression 'this.Bg[0]'[undefined] is not an object. Cause: Tag: timer Function: function(){a.go();}

    Raison: issue plug-in not support

    When I have this probleme, It's because I've used the plug-in TouchMouse , which is not supported by Cocoon

  • I've been working on CocoonJS these days, and I've find several support probleme, I would like to list them here and so to find a solution in the future

    ______________________________________________________________________

    1. plug-in issues:

    Perhaps there is several plugin that the CocoonJS doesn't support, but I've find only the "TouchMouse"

    ______________________________________________________________________

    2. Text

    In CocoonJs, all the Text, whichever the size (12 or 28) use only a very small size, that we can bearly see them on a smartphone

    _______________________________________________________________________

    3. Fullscreen issues:

    In CocoonJS, there is only one way to use the fullscreen mode : crop+ scale, which means, when the sceen proportion is not the same with your original windows, it will do the scale, then fill the blank with the content outside of window(a little bit like the crop mode)

    It is a good idea, I would say: and with tis method, you can have a nice fullscreen game for all devices:

    1, use the Behavier Anchor, to fix the elements, whose positions are supposed to be fixed to the bord.

    2, use a background a little bit bigger than the windows

    3, Then chose Fullscreen scale.

    ________________________________________________________________________

    4. TiledBackground issus:

    I've used the sprite TiledBackground, but when I export on Cocoon, there is one more repetion added.

    For example, when an image is use 3 time like this:

    000000/000000/000000

    when it's exported on Cocoon, it's like this:

    000000/000000/000000/000000

    And then I limited the width and height of the Tiledbackgound

    But there is still a problem, so I guess:

    Cocoon traits all the Tiledbackgound as original size * integer , what ever you change them, they stay the same during any action.

    for example,

    when the move to action is used on a Tiledbackgound, which is 3.2* original size , Cocoonjs suppose that it is 4.0* original size. And then change their size to 3.2 when they reach the taget...

    _____________________________________________________________________

  • The second questions is about text:

    1. the cocoonJS doesn't support jet the scale of text, hope it works later in the near future

    2. Even it works, I mean, with the same scale proportion with the text. It is not wise to use the same size for the PC and Mobile. Because normally, the screen is too small to recgnize the text which is clear for the PC.