Phoenixbowman's Forum Posts

  • I put in my ID for APP_ID but it keeps saying that there's an error of some kind. How do I put the game's ID into the APP_ID in the config for Phone gap? i tried putting into different places in the config with the plugin name in the config.

  • I put my App's ID into the config thing but im still getting an error in phone gap. How do I add Cordova IAP and Game plugins to Phone gap? i tried the APP_ID with both ' ' and without and both times said error.

  • Stop using Cocoon io. It doesn't support Construct 2 Version 244. Even though I uploaded a game, compiled in cocoon io....that was made with Construct 2 244. This must have just happened.

    You can't use Cocoon io if you're using Construct 2 240+. Unless you want to downgrade Construct 2 to 239. Construct 2 240+ doesn't work with Cocoon io

    From a message from someone:

    jance04051h

    I told you, v240 and above is no longer supported by cocoon.io because v240+ of construct uses webgl2 already. That what causes the black screen. I've been there on your situation too so what i did was is to downgrade the version of construct to v239"

    https://forums.cocoon.io/t/splash-screen-issues/5428/12

    ^ The forums post talking about it. that doesn't make any sense because i Just put a game onto google play, compiled with Cocoon io, that was made with Construct 2 version 244.

  • So we can compile in-house with Construct....because Intel pulled the rug out from everyone and is not doing Compiling and Cocoon io is now like, oh it's Construct 2's fault that theres a black screen,..downgrade to 239. No, I have a game on the play store that was made with Construct 2 version 244 and it works.

    https://forums.cocoon.io/t/splash-screen-issues/5428/11

  • They're saying downgrade to 239....no, 244 works. the game that right now is on the google play store was made using Version 244. Cocoon io is broken and they're blaming Construct 2.

    Fuck em, i'm moving to Phonegap.

    Does Cranberry Cordova plugins work in Phonegap?

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  • https://forums.cocoon.io/t/splash-screen-issues/5428/11

    They're blaming Construct 2 version 244 for not working. It's not Construct 2, Cocoon is fucked up and those assclowns aren't admitting it. Construct 2 is fine. It's Cocoon io that's messed up.

  • "I told you, v240 and above is no longer supported by cocoon.io because v240+ of construct uses webgl2 already. That what causes the black screen. I've been there on your situation too so what i did was is to downgrade the version of construct to v239"

    from Jance0405.

    thats not true. i've used 244 before and its been okay.

  • "I told you, v240 and above is no longer supported by cocoon.io because v240+ of construct uses webgl2 already. That what causes the black screen. I've been there on your situation too so what i did was is to downgrade the version of construct to v239"

    from Jance0405.

    thats not true. i've used 244 before and its been okay.

  • It's happening to me. the people over at Cocoon aren't admitting they messed up. Andy is saying everything is fine, and someone else is blaming Construct 2. Even though a week ago Construct 2 244 was working perfectly with Cocoon io.

    https://forums.cocoon.io/t/splash-screen-issues/5428/9

    https://forums.cocoon.io/t/compiler-doi ... ash/5452/5

  • This happens right after the Splash screen. the screen goes black and doesn't load. I'm not getting any help over at Cocoon. Someone is blaming Construct 2 240+ but a week ago i used the same one and it worked. Andy said it's not happening to him, even though a week ago it was working fine and i haven't changed any code. Someone else blamed Construct 2.

    https://forums.cocoon.io/t/splash-screen-issues/5428/10

    https://forums.cocoon.io/t/compiler-doi ... ash/5452/5

    I'm not getting any help from them. It's weird cause the APKs dont have the normal green icon, they're showing the generic Windows icon. Is this happening to anyone else? On Cocoon a black screen after the splash screen and the game not loading?

  • * FIXED IT!!!!!!!!!!!!!!!!!!!!!! *

    I think the other stuff helped, all of the other stuff I did, and the stuff other people recommended that i try. But the main problem, besides the Local Storage, was if something was the same as more than a number, unlock achievement. It kept "unlocking". that could only be done once, getting it once, cause google only does one time for each achievement, you can't get the same one multiple times for one account, its unlocked once and you have it.

    But the code kept unlocking cause the numbers were still greater than the numbers in the event. I did that so if the score went over the amount instead of being exact, they would still get the achievment.

    I solved it by putting in, at the bottom below variable => x Trigger Once While true. that stopped it from trying to "unlock" the achievements constantly. It worked once, the achievement unlocked like it was supposed to, but because of trigger once while true, it didn't keep trying to unlock it.

  • It could be i have a bunch of achievements that are if x => then unlock this achievement. I'm going to put Trigger once while true in to see if that works. Because its always trying to unlock them. that could be it.

    My friend doesn't want me giving out the .capx, sorry

  • Nope, still lagging after awhile. I did all this. As well as setting Sampling to Linear and Fullscreen Scaling to Low Quality. Setting Dpi didn't work cause the game screen ended up in the corner of my phone's screen.

    I've messed around with the variables.

    I condensed some code.

    Randomly, someone whose on these forums, advised I cut down the extra objects, that may have helped some but it's still lagging. These are extra objects that all others are created from.

    I off-loaded the game over screen to another layout.

    Could it be how I'm "catchIng" objects? I have four sprites that "catch" the sprites that give points. they run into them and get destroyed, so objects dont pile up.

  • My friend's phone is different from mine. He doesn't experience a lot of lag, some but not a lot. It might be High-Dpi display! Randomly, a person whose on these forums, mentioned Project Properties. I put it back on High Quality for Fullscreen Scaling. But along with Linear im going to try it with High DPI display turned off, so its set to No.

    Cause what if its a matter of the screen? His phone isnt as new as mine in terms of what it came out. What if that's the difference? On mine too much is going on and because my phone can handle it, the game is using High-DPi display?

  • Frak! it still lags and crashes...... but it lasted longer than before. I haven't tried Linear and Low Quality yet, but i'm about to try. Randomly recommended trying Linear, and im also going to try Low Quality too. To see if that helps.

    As in Low Quality for Fullscreen Scaling and Linear for Sampling.