Vegamon007's Forum Posts

  • Hi guys,

    Has anyone actually managed to get the C2 Facebook object to work for native iOS apps?

    I've looked through all the forums and tuts but can't find any good information on it.

    So far, what I've done is:

    • Added the FB object into the game and configured it properly (app ID and app secret)
    • Created the app on FB, added the iOS platform and configured all the relevant fields (Bundle ID, Single Sign-on switched on etc)
    • Note that I do not have a valid iPhone or iPad store ID as the app is still in development
    • Loaded the app onto iTunesConnect and installed it on multiple test devices

    The result is the same every time. Everything works well, but the Facebook object just doesn't seem to do anything. Clicking on the FB log-in button in my game yields no response.

    Note that the in-game code is correct since when I click on the same button while testing within Construct 2 on localhost, it does trigger a FB log-in screen.

    Any help would be much appreciated!

  • Hmm interesting.

    If I pause and deactivate the group, will the code continue executing where it left off when I unpause and reactivate the group again?

    variables as conditions could get tricky since I need to pause the game for about 0.5 seconds in the middle of several loops.

    Thanks for the quick reply!

  • Hi guys,

    Is there a way to completely pause the execution of code for a certain amount of time unlike the 'pause' action which causes other sub-events to continue to execute?

    Thanks in advance!

  • Hi Arima,

    Thanks for the reply. I need physics behavior in the ball as Im using impulses etc. to control it. Is there a way to have bullet behavior and physics at the same time?

    I tried it but it looks like they are not compatible.

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  • Hi everyone,

    So I've made my little physics game and it's quite fun however when I export it to my iPad it slows down to unplayable levels. The game basically involves bouncing a physics ball between different objects to score points. My game has been simplified as much as possible and now it simply cannot be simplified any further without become boring (i.e too few physics objects). I should mention that at the moment the ball, the blocks and the borders are all physics objects however I only really need the ball to be a physics object but I can't seem to make a physics ball bounce off the other objects without them being physics objects too.

    Is there any fix for this?

    Any way to make a physics object bounce off a solid object?

    Are there any other physics engines I could use which are less CPU intensive so the game is playable on iPad?

    How come games like Angry Birds are playable on mobile phones when they seem to incorporate quite a few different physics objects simultaneously?

    Sorry about all the questions! Im just really excited cause I've just about finished my game however now I'm a bit scared that it will never make it off the computer and onto mobiles and tablets.

    Hope somebody can help

  • Problem Description

    Program crashes after some time when using the sine property to change the height of a physics object. The more objects in the layout, the quicker it crashes.

    Attach a Capx

    Done

    Description of Capx

    Simple Capx with just two layouts and 1 object

    Steps to Reproduce Bug

    • Play layout
    • wait
    • program crashes

    Observed Result

    The following error message is displayed:

    Javascript error!Uncaught Assertion: Cannot enlarge memory arrays in asm.js. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value, or (2) set Module.TOTAL_MEMORY before the program runs.http://localhost:50000/Physics_behavior.js, line 9 (col 21)This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!

    Expected Result

    For the objects to change height according to the sine behaviour of the object without any problems

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    Windows 8

    Construct 2 Version ID

    168 (64 bit)

  • Hi everyone,

    So I added a few physics objects which move around with a sine behaviour to my project today however it kept causing the game to crash and produce the following error message:

    Javascript error!Uncaught Assertion: Cannot enlarge memory arrays in asm.js. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value, or (2) set Module.TOTAL_MEMORY before the program runs.http://localhost:50000/Physics_behavior.js, line 9 (col 21)This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!

    I tried changing loads of variables to fix it however nothing seemed to work.

    Anyone got any idea what the above message means?

    Cheers

  • Hi Granpa,

    I had a look and that should fix all my problems.

    Thanks for that!

  • Hi everyone,

    I've had some trouble with spawning certain objects from families based on the value of global or array variables.

    I've got a family with roughly 10 objects in it. Each object type has a unique family instance variable called "ObjectNumber". I want to spawn only the object within this family which has 'ObjectNumber = X' where is X is a global variable or an array value.

    So far I've been trying out code similar to this:

    CONDITION:

    Family, ObjectNumber = X

    ACTION:

    System, Create object Family on layer 0 at (0, 0)

    And many many versions of the above using picking, for each loops etc.

    I know I could use if statements and write the code out separately with a separate spawn action for each value of X but it makes the code long and makes it time consuming to make small changes to the code.

    Anyone have any idea where I'm going wrong?

  • R0J0hound - Thanks so much for the reply. I'll check it out tonight. Even if I can't get physics collisions in there it'll still be better than what I've got now.

    Citron2010 - Sorry my explanation probably wasn't good enough. The invisible ball is destroyed every time the player moves the mouse and a new invisible ball is created. The problem is that the player can't instantaneously see where the new invisible ball is going but rather will have to wait for the new invisible ball to travel across the screen before knowing where their ball will end up. Hopefully R0J0hound's trick will fix this though!

    Cheers guys

  • Hi everyone,

    This is my first post on the forum . Just bought Construct 2 a couple of weeks ago and have been working on a ball tossing physics game. I've spent quite a bit of time on here and have found answers to most questions from previous threads but can't for the life of me find a good way to solve the following problem:

    In my game, you can shot various sized objects with a slingshot similarly to angry birds, these balls then bounce off blocks etc. I've used a physics impulse to add the initial force to the ball. What I want to do, is to create a predictive dotted line showing exactly where the ball will end up when the player releases the mouse/touch.

    My best attempt so far has been to shoot out an invisible ball (with identical properties to the actual ball) which spawns a small black dot every 0.2 seconds until the balls is too far from the slingshot. These dots are then destroyed and a new invisible ball created every time the player moves the mouse/touch. The problem with this however is that the player will have to wait for the invisible ball to make its way across the screen every time they move their mouse. If possible, what I'd rather have is a predicted trajectory path which updates instantaneously at all times so that the player can fine-tune their shot before releasing the ball.

    Thanks in advance if anyone is able to help me out with this! I've really enjoyed my time with Construct 2 so far and must say there's an impressive amount of people on these forums who are willing to sacrifice their time to help out the community. Good on you!