Team EternaL's Forum Posts

  • The provided .capx makes no sense - it essentially spams the API, particularly in creating an infinite loop requesting profile info non-stop, because you request profile info again in "On profile info success". I suspect it's probably failing due to rate-limits on the API calls.

    In my own test the gametag works fine. This is the test project I use: https://www.dropbox.com/s/t7af7hq4v5w4zkd/xboxlive.zip?dl=0

    I know this isn't fun, but please fix the Xbox Live plugin, when used on the Xbox One console itself, not just for Edge or PC. According to Microsoft's certification status for my submission, it's the last thing standing in my way. Please test it on an actual console, see that it doesn't work, or tell us what to do to make it work. I even asked Microsoft customer support to allow my game, minus a visible Gamertag, but that might not go through.

    Construct 2 is an amazing software. Thanks!

  • Hmm, for me it doesn't get past "Xbox Live not available". Again, I'm testing it on the Xbox One console itself. The capx only involves clicking, not a Gamepad, so I added that Xbox buttons cause the clicking in the capx, but none of the buttons do anything either in my tests. I have my test account signed in, the sandbox is all correct, and I'm debugging out of Visual Studio. Even Microsoft keeps saying that my submissions don't show the Gamertag. If it works for you when testing on an Xbox One console, there's got to be a step you're doing that I'm not.

  • Problem Description

    Xbox Live Gamertag doesn't work/appear. Scirra e-mail support suggested I start a bug report for it.

    Attach a Capx

    https://www.dropbox.com/s/cre5upkyfumzx ... .capx?dl=0

    Description of Capx

    Signs in to Xbox Live both silently and normally, then requests profile info and should set text object to Gamertag.

    Steps to Reproduce Bug

    • Export capx for Win10
    • Use latest Microsoft Visual Studio Preview (mine is Version 15.6.0 Preview 3.0) to Debug for x64 on remote machine of Xbox One

    Observed Result

    No Gamertag shows up.

    Expected Result

    Gamertag to show up.

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO

    Operating System and Service Pack

    Win10 latest.

    Construct 2 Version ID

    r252

  • Edge doesn't allow the RTC method of multiplayer, meaning we can't even make multiplayer games on Xbox, not even through IDinq@Xbox. I'm sure someday that will change, but it sucks.

  • Are there any great non-programming solutions for Unity, like a plugin or whatever that makes it easy, perhaps like C2? I'm drawn in by the fact that Spriter supposedly also works for Unity, and that Unity can export to everything. But without an easy non-programming way to give users a gaming experience of some kind, Spriter + Unity would just be a great way to tell a story that you can export to everything. Which isn't bad, but also not a game per se.

  • Ashely

    This thread looks relevant to my issue. I also can't get the Gamertag to show up via the XboxLive.Gamertag string. Can we get this fixed? My game's waiting on it, since Microsoft won't accept it without the visible Gamertag.

  • It looks like the real issue may be that the Gamertag doesn't really show up? Are there any known issues with that part?

  • Testing on Xbox One, the platform behavior moves slowly, with slow walking, and low-gravity airtime. The attached Spriter animations appear to move fine enough. Other aspects that are slow include any menu cursor movements and selections that switch to another layout. Will the game actually move fast if released in the Creator's Collection, and is just slow in testing? Otherwise what should we do to improvement the performance of C2-made games on Xbox One? Obviously the Xbox One is a powerful system, but is there something that's, for example, loaded all at once, and taking up RAM all the time, in a C2-made game, versus a non-C2-made game, that some event work or such can fix up?

  • So no known issues anything? It's just me?

  • To get a game into Xbox's Creators Program, you need to "Create at least one active user and sign the user into Xbox." I read the Scirra tutorial on the Xbox Live plugin, and the Microsoft tutorials on how to set it up so that you use an Xbox account as a test account on the console, and it looks like I did everything right in event work, but I can never get it to sign in, neither silently nor manually. Any current known issues about any of that?

    edit: It looks like the real issue may be that the Gamertag doesn't really show up? Are there any known issues with that part?

  • I'm using the Xbox Device Portal to try to run my app package on my Xbox One, but it's just a black screen that seems to give up after about a minute. The Performance 'Running app memory' area seems to be maxed out at 2.3GB, and if it matters it mentions a 'Commit size: 2.1 MB'. If it's a memory issue stopping the game from even getting to the loading logo, can you give me more info on what to focus on changing? The app package is 457MB. What is the app trying to load all at the start that could be causing the issue? Does it consider all files in the project all at the same time? Compared to professional games worth many GBs, my 0.5GB game doesn't sound like too much for an Xbox One to handle. What's my likely first step(s) to take to decrease the memory requirement pre-loading so that the game runs on Xbox One? (For example, are images over 2058px not allowed even on Xbox One?) Or is the issue caused by something else?

    Update:

    I did it! Hopefully I won't have any major problems from here on out, but this is what I did, in case it helps anyone else in the future: I set the largest PNGs in the project to be PNG-8 instead of PNG-32, as that seems to be the quickest way to cut the overall file size, which brought the package down from 457MB to 304MB, and, just in case it matters, I ensured that no single layout piled on too many large images, such as a layout I had for Spriter scmls, and an Objects layout I had for objects that I needed to have exist at least somewhere in the project, instead spreading those images/objects out amongst a few layouts, which brought the 'memory use' stated in C2 down from over 1GB to 700MB. But I'm guessing that the PNG-8 thing might've been the only important change. The main issue I notice is that all characters with the platform behavior move like they're on the moon, compared to testing on PC, moving slower, and almost floating when jumping. I'm guessing that less special effects around and/or smaller images in terms of pixels would speed it up.

  • I'm happy with C2 and don't need to make the switch, but would like to use C3's build service. So I guess this is just a suggestion? To either:

      make it free to C2 owners who provide proof they paid for C2 make it available at a much cheaper yearly cost make it available permanently for a one-time fee

    As long as I'm suggesting things, I'd also like to see it handle APK Expansion Files, so that we don't have to keep things under the Play Store 100MB APK limit. And as long as I'm dreaming, I'd like to see it capable of exporting to PS4, Vita, maybe even 3DS if the second screen is allowed to just be black. Even if this involves some sort of transition between C2/C3 and Unity in order to achieve it. But, yeah, mainly the first part of this post. Teehee.

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  • This usually happens when there are several copies of C2 running on PC. Check task manager, try turning it off and on again

    Unfortunately everything I tried related to that didn't work, such as closing and reopening both C2 and the Chrome browser, as well as checking Task Manager to ensure there are no extra copies of C2 or Chrome open. Another possible way around my issue: Is it possible to find some sort of Chrome data file that contains the Local Storage keys related to localhost:50000, and copy them, and replace a "50000" with "50002", so that the same set keys are available on 50002?

  • It recently changed from 50000 to 50002, even though it's still 50000 in settings. I notice the many local keys I use for testing are saved to 50000, and aren't available at 50002. Changing it to 50000 myself in the browser makes it fail. It automatically previews at 50002.

  • How do I check the line and col in a preview.js error? I get this error when previewing..

    http://localhost:50000/preview.js, line 4798 (col 60)

    ..and I'd like to look at line 4798, column 60, of preview.js, but where do I find it? I couldn't find it by searching preview.js in the project folder. I'm sure I'll figure out the problem myself if I know how to look at it.

    Edit:

    Although it doesn't answer the question, I did just find out that in my particular case the problem was that it didn't like that I was using the same layout for multiple event sheets, via a system in which a global variable that decides the game mode decided which sheet would be included for use in that layout. I instead duplicated the layout so that I could just commit one layout to one sheet/mode, and now the error doesn't pop up.