rho's Forum Posts

  • thanks, that is a viable solution and is o n my roadmap, but i wanted to avoid that for the moment. I'd need to make sure appropriate security was in place for the online shared space.

  • Thanks Oosyrag

    I had a feeling it's what oosyrag said, a security feature. I tried with other development tools, and when they bring up savefiledialogs, they can't see the USB-connected mobile either. you can read, but you can't write. it sounds like a security feature. you can use the file explorer on windows to copy/paste to the phone, but it doesn't look like an app can do it - no matter how it's created.

    i'm sure there's a way, but it's beyond me.

    mobile reading from itself = works fine

    mobile saving to itself = works fine

    desktop reading from mobile = works fine

    desktop saving to mobile = does not.

  • Hi,

    I'm trying to save files from a desktop app onto my USB connected phone. I've tried using NWJS and also browser.invokedownload. None of these see the USB connected device. Strangly I can use NWJS and filechooser to read from the USB device.

    I've noticed that C3 can't see my phone either when i'm using the project save option too.

    Is this a fundamental problem for HTML5/C3 implementations, or am I missing something?

    thanks

    R

  • thank you, i didn't know that was still relevant. I hadn't tried it.

    i knew it was something simple, but without your help, i would have never f igured it out.

    R

  • Hi,

    I am sure i am missing something simple. I'm trying to get NW.js to work. I'm using R274/268. I can export it, and it seems to work, but when i use debug mode or preview mode, nothing seems to happen.

    more explicitly when I do "show open dialog", nothing pops up.

    I've used both chrome and IE96.0.1054.34.

    I've seen that it said that the preview browser should be set to NW.js, but i don't know where to do that.

    I hope you can help, sorry for what likely is a stupid noob question.

    R

  • thanks... that was helpful.

    i was hoping to use IFRAME and it worked when i had "navigate to" and used the following reference.

    "https://www.openstreetmap.org/export/embed.html?bbox=-6.55986785888672%2C53.30451849692477%2C-6.3619422912597665%2C53.39039261408828&layer=mapnik"

    I had been using "display HTML string" and grabbing it previously from an ajax call. that works fine for HTML, but clearly was not liked for something like this.

    thanks again for giving me the pointer.

    R

  • Hi,

    I'd like to point to a static location on open-street-map.

    I'm wondering if there's an easy way to use it. I thought to use an iframe but i got the response "would not connect".

    Is there a correct way to use OSM or even google maps?

    Sorry i have looked, but happened found anything in recent years.

    Thanks

    R

  • thanks :( at least it's not something i can fix.

  • found an error code

    2020-09-24 10:12:06.337806+0100 XXXX XXXX WARN: Error requesting camera: TypeError: undefined is not an object (evaluating 'navigator["mediaDevices"]["getUserMedia"]')

  • Hi Everyone,

    I hope someone can help me. I developed a project using the QR decode module and the camera. it works perfectly on android and is now on the google store ( thanks CONSTRUCT3). I have tested it with remote preview on apple devices and it works.

    However, i exported to xcode and have built it there. Unfortunately I cannot get it to work. All of the project works perfectly, except for the camera. it will not turn on and the screen stays black. I am sure that i am missing something, perhaps a permission, but it has me stumped.

    i have gone looking and i see there was a usermedia bug that meant it didn't work on Webkit for IOS, but it looks like it got fixed in ios13 for safari but not others. I don't know if that is relevant for my application.

    Does anyone have any suggestions, I've run out of ideas.

    thanks

    R

  • it'd be appreciated as at the moment it crashes out and really is a blocker in moving my existing project

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  • Ashley

    I expect that you are right and that C2 is slightly more forgiving. It is the sort of thing i'd expect when going between interpreters.

    The problem is that i have 100's of tokenat statements in this existing project.

    So without going through every single tokenat, is there any way to identify where in the project this might be occuring? even just throwing out the line of text or the event that caused the crash would be helpful.

    R

  • Hi all,

    I've been trying to import my main C2 project in C3 and it seems to import but then crashes. I'll post the log below. My main question is how can I find out what is causing the crash. It could be a single malformed line in my project but there doesn't seem to be anything I can use to find it (eg a line number, etc)

    the explanation doesn't seem to make sense to me as the first parameter of tokenat should be a string.

    So this is not a bug, but asking for some help on how to debug a crash in C3. At the moment it seems to be undoable.

    R

    -----------------

    Error report information

    Type: unhandled rejection

    Reason: Invalid parameter: 'tokenat' parameter 1 does not take 'string'

    Construct 3 version: r23

    URL: https://editor.construct.net/

    Date: Sun Apr 30 2017 22:41:18 GMT+0100 (GMT Daylight Time)

    Uptime: 65.6 s

    Platform information

    Browser: Chrome

    Browser version: 57.0.2987.133

    Browser engine: Blink

    Browser architecture: 64-bit

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 4

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/57.0.2987.133 Safari/537.36

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Vendor: Google Inc.

    Renderer: ANGLE (Intel(R) HD Graphics 4000 Direct3D11 vs_5_0 ps_5_0)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_texture_filter_anisotropic, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context

  • sorry.. missed that..

  • just use concatenation "&" so you can construct your URL string with a constant textstring that goes before and after