theames's Forum Posts

  • Joannesalfa Which Browser property do you use? I couldnt find OS Expression, I tried Browser.Platform but it just returns "" when running in cocoonjs launcher

  • Nathan

    I have just tried your capx via cocoonjs launcher and can confirm it doesnt work for me either

    you can look in the console of the app to see the error which you can pass on to Ludei

    Its erroring on trying to open the path to the files folder, maybe you need to add a prefix on the uri path to help it point to the right location but searching the forums i havent found any info on what that might be

    It definately works loading from live urls though as I just implemented this yesterday to include ads to our other games from within our new game, which strangely enough is also an educational childrens game

  • Actually i think my scenario is different as im using full http urls

    Any reason your doing it this way instead of just changing the images via animation frames? I mean if the images are already part of the project then why not?

  • Nathan I am using this functionality at the minute and its working fine, i havent compiled in the cloud yet though but its working fine in the cocoonjs launcher app, have you tried it in the launcher app? Im worried its a case of it works in the launcher app but not once its compiled to apk, i cant get access to the cloud compiler at the minute to test

  • I am exporting my game for CocoonJS and compiling in the cloud with the Cocoonjs Cloud Compiler.

    Is there anyway within C2 to detect if it is IOS or Android?

    I'm going to load an advert for another game on the store, but obviously the link to the game will vary depending on the device type

    Any ideas?

  • Ashley Can confirm that save/load game does not work in cocoonjs

    I am using r126, I assume the fix you are referring to was in a beta release post 126?

    Problem is I cant use any of those beta releases due to the physics bugs introduced with cocoonjs native physics

    Can you tell me when we can expect the next stable release which will address the save/load in cocoonjs as well as the physics fixes?

    thank you

  • Ok so it's a bug introduced after 127. Now to figure out an easy way to recreate my project in 126. Any ideas? I have a lot of event sheets

  • Ashley ok no problem

    i just set up a simple test in 129, create a sprite, apply physics

    handle the touch, apply impulse to the sprite, run in cocoon, no impulse with error

    tag touchnstart, result of expression this.body.getlocalcenter [undefined] is not a function

  • tried on ipad, same thing but it doesnt crash out completely so i can look at the log, it says

    line 30854 tag touchstart undefined is not a function (evaluating this.body.getlocalcenter)

  • the project wont open in the previous version though?

  • even stranger, i decided to try not generating my physics objects using events, took the code out completely, i dragged it on to the layout and tried it and it works he falls

    i have code that detects a touch on the object and applies a random impulse, if i touch the pbject again it crashes in exactly the same way?!?

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  • In my game when i switch to a layout that has physics objects my game just crashes

    its fine in the browser but in cocoonjs for android it just crashes in the launcher app

    i was on r127 and just read that there was a bug and should roll back to 126

    problem is it wont let me open my capx in that version cause it was saved with a newer version

    i then tried updating to 129 as i seen it was using some new physics stuff from cocoonjs but it does exactly the same thing?

  • With the new beta release supporting BB10 export I was wondering will Clay.io work with this? I dont have a BB10 device to test with

    Im just thinking that with the cocoonjs builds we need to add those additional files to the zip before uploading to cocoonjs, do we have to use the same approach somehow with the bb10 builds?

    I will spend some time tomorrow to see if i can get hold of a bb10 simulator and see what we can do, but any info you have austin would be great

  • austin

    I'm sorry but i'm going to have to end up adding a third post to this form.

    I fixed the first problem i was having but now i have another.

    The log in and leader boards are EXTREMELY large. I cant figure out how to make these windows smaller because they are unnecessarily big on the iPhone 5. When i try them in Google Chrome they function properly (normal size)

    How do i fix this problem?

    On a side note, i'm having a little trouble correctly displaying the users name in a text field. It works sometimes, but often it changes to "" (nothing) or "Anonymous".

    I got around this large UI issue using the custom css, login in to clay.io and go to the settings for your app, scroll down to the bottom and set the custom framed css to something like this:

    body{font-size: 0.5em;}

    #clay-login form .form-row label

    {

         height:2em;

    }

    #clay-login form .form-row input[type=text], #clay-login form .form-row input[type=password]

    {

         height:2em;

    }

    #clay .instructions {width:100%;}

    and set the unframed css to something like this:

         

         .clay #clay-leaderboard-wrapper table tr td, #clay #clay-leaderboard-wrapper table tr td {

              font-size:0.4em;

         }

    you only need the unframed one for stuff like the leaderboard

    this css will resize things down and use a more dyanmic approach to sizing the elements, please note i havent gone as far as making changes to the create account form, but if you use Chrome's element inspector you will be able to see the names of the rest of the css elements you will need to change

  • Its all working as expected now on mobile device using cocoonjs with the cocoonjs launcher app

    however i just compiled it in the cloud with cocoonjs, signed the apk etc, put it on my phone and none of the clay.io stuff works, login doesnt appear, scores not submitted, leaderboards not shown etc

    any idea what this could be? do we need to add something as whitelist url somehow?

    Ignore this, I think I forgot to add the additional files to the zip before uploading to cocoon, I'm recompiling now so will let you know if I still have problems when it's done