Quest's Forum Posts

  • Ashley, thank you! but, asi I already mentioned in my post (in hope to not to receive again an answer about the best practices for GAMES -mine is NOT a game-):

    ""I started a project, months ago, a "tale book" for kids with static images and some extras""

    And:

    ""As this is not a "game" techniques like tiling or so, commented in the forum doesn't apply to my project. ""

    Please, read my post again.

    Every page of the tale book is an image (it MUST be an image, as every page is designed and painted by an artist who did it for me)

    So, the question is.. Are there any option to make this type of "no game" based in "image pages" to work?

    Thanks!!!

  • Kyatric: The drivers of my GTX560 updated last week ;)

    Ashley: Ok, I'll try... For now, it's working well again. I'll try to reproduce the same scenario and will report it here.

    Thanks.

  • Hi!!

    I'm desperate... :( I tried everything I though would work... but it's impossible...

    I started a project, months ago, a "tale book" for kids with static images and some extras, etc... that must work on an iPad. I decided to use CS2 and CocoonJS... bad idea :(

    The main problem I have is, altough when I was starting everything went well, now the app crashes all the time (at first it crashed on ipad 1 and 2, but now it crashes on the ipad 3/4 too (1 gb RAM). I think the problem is the memory usage.

    The images are retina-size 2048x1536 (jpg/png doesn't matter). I have 30 of them. I tried EVERYTHING I thought would work.

    The first thing when I didn't care about memory waws to use invisible layers and make bvisible when requesting page change. Error, the app doesn't ewven start... crashes in the loading stage.

    Then i tried with different layouts. Same thing.

    Then tried with empty 2048 sprite and doing "Load from URL" and putting the jpgs in "files". App loads ok, but when reaching 5th image.. booom! it crashes..

    I'm really desperate. I don't know what to do. As this is not a "game" techniques like tiling or so, commented in the forum doesn't apply to my project. Yes, I know maybe I chose bad with CS2 and Cocoon for this project. But it's done, I paid for it and I like it a lot to work with...

    Really the layout-by-layout loading, or the free-mem when not used images, or... anything that works.... would help.

    I hope you can help me! Thanks!!!

  • Thanks! the "reset dialogs" trick worked very well!

    Ashley:

    • It happened in the first place when I was editing parameters of actions I had in an event sheet. If i remember well, when I edited the 3rd or 4th action, then the buttons dissapeared and they didn't come back any way (nor resseting C2 and computer)
    • No, I don't switch between computers, and I work always with the same monitor and resolution. Anyway, I have a 2-screen configuration in my computer. I work with C2 always on monitor "1" at 1920x1080.

    Thanks.

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  • i found a bug... not .capx related (so I won't include one), it's a GUI/IDE bug in construct 2.

    OS: Windows 8 pro, run as admin.

    BUG: Dialog windows' buttons are gone!

    Sample screenshot: img560.imageshack.us/img560/5402/c2bugbuttons.jpg

    R111 was OK.

  • Wow, great! Thank you! :)

  • Subscribe.

    I have some dynamic text that is prepared to be max. 3 lines. Sometimes it's 3 lines long but sometimes it's 2 or 1. I want that text to be centered vertically, so if only 1 or 2 lines of text are present, the remaining space (at top and bottom) are equal.

    If this could be implemented would be really great! :D

  • Yes, that would be great!

  • Hi again.

    If someone is interested I added a Pause/resume action to built-in audio plugin. I have not attached files because I don't know if it is allowed to post modified offical plugins here.

    Note: Altough it is working well on browsers, it is not on CocoonJS (sound pauses, but when resumed the audio plays from start and not from paused point.). As cocoonJS uses API_HTML5 I guessed a simple play() would work as on browsers... :/

    Thanks for reading! :D

  • In the same topic (Audio) It would be also great to have a "pause" audio action.

    When I pause the game (with audio/text sync) using "set time scale to 0" the music remain playing. If I stop it, then I must play it from the beginning. Any chance to have the "pause" action?

    Thank you! :D

  • Yes, I saw that source code, but after many tries, It doesn't work, or at least, it's not complete/documented/ready to build.

  • One question for appmobi people :)

    Do you plan to provide an option (for iOS apps) to compile it with our own macs using Xcode, as phonegap does? If I want to upload a project to a cloud system it would be a pain! I have some projects that are 250/300mb+ in size (lot of music and retina GFX) and with my sh*tty 500kbps DSL connection, it is really bad.

    Thanks!!

  • Hi!

    I am creating some simple games that require some kind of music or audio sync with text (at some specific ponits in the audio timeline, some text must be displayed). Until now i am playing with a music track, next a numeric variable, with the "do every X secs" event, adding 1 to the variable every sec and checking every tick if the counter reached 20 secs, 45 secs, etc... Although this almost work, it is not reliable on all browers/mobile platforms, and loses sync or starts sooner/later than I want. (I hope i explained it well, my english is not so good <img src="smileys/smiley2.gif" border="0" align="middle"> )

    Do you think it would be possible to add a new event "do at audio playback time X" or something similar? It would be really great.

    I think it may be possible to do, reading about the audio tag property "currenttime":

    http://www.w3schools.com/html5/av_prop_currenttime.asp

    Thank you!!!! <img src="smileys/smiley4.gif" border="0" align="middle">

  • Thank you, I'll tell Ludei about it. I hope it will be fixed soon :)

    Are any of the issues present in the Android version?

  • Ok, I'm adding captures to this post, you can see I'm serious about the issues (being ignored is somewhat frustrating)

    First image: Construct 2 screenshot with centered+word wrap text:

    http://img72.imageshack.us/img72/6968/centeredtext.png

    Second image: Project running on iPad under CocoonJS iOS launcher:

    http://img210.imageshack.us/img210/4013/centeredtextcocoonjs.jpg

    I call this a bug, I guess it is at cocoonJS side, but who knows, maybe you can work together to check this issue :)

    EDITED: I'l adding 2 more shots to show you the issue about blurry text (and graphics, but you can see very well the difference with the text)

    First image: native screenshot on the iPad, running cocoonJS

    http://img833.imageshack.us/img833/2496/blurrytextcocoonjs.png

    Second image: native screenshot on the iPad running phonegap:

    http://img404.imageshack.us/img404/3183/sharptextphonegap.png

    The iPad used is a new ipad (ipad 3), you'll notice because the size of the shots. Anyway i tested on iPad 2 with same results.

    Thanks.