wgfunstorm's Forum Posts

  • I hope wgfunstorm doesn't mind, but I made a modification to his plugin. If anyone has an issue with me editing another users plugin, let me know and I'll pull the file offline.

    Awesome! Gonna download and use it myself. I hope you don't mind I updated the OP with a link to your version <img src="smileys/smiley17.gif" border="0" align="middle" />

  • *bump*

    Any suggestions? The tl;dr of what I want to do is:

    • several sub-events deep

    -- select object with instance variable bSelected=true

    -- if no object with bSelected=true exists, create it

    -- do something with the object

    Since the object is sometimes newly created, I can't pick it. But I also can't nest the code under the creation because it isn't always a new object.

  • I hear ya, I'm at 2776 and spent all day debugging.

    I found a 2nd bug, maybe this will help you? scirra.com/forum/r101-appmobi-direct-canvas-text-special-char_topic56164.html

    And something else I heard is that if your file names have special characters in them (apart form _ -) that can potentially cause it too, but I did not experience this myself since my file names didn't have any special chars.

  • That's what I do with the bSelected instance variable. But the problem is that when the object has been newly created, since r100 you can't use this method to select it until the top-level event has finished.

  • Yes, that's one of the easier ones to fix out of the 4 I have found so far. The most frustrating part is not knowing which of my 3000 events are now broken. For example the christmas hats that only appear on level 21 were now being positioned incorrectly. But what about the ones I haven't found? The game is done, tested, debugged. Now I have to organize some testers again and re-test it all because I just know I'm going to miss one, or cause a weird knock-on edge case bug through my fixes.

    Anyways, I'll stop ranting, it's not really constructive. I understand it's a difficult situation. Sorry, I'm just frustrated.

    Practical question! How would you recommend solving this trickier situation:

    (click for higher res)

    I can't nest the subevents under the event that created the object because sometimes I want to use the new object, and sometimes I want to re-use an existing object. I guess I could branch and duplicate the code so that I have it once for when a new object is created, and a 2nd time for when the object is reused but that's less than optimal.

  • Yea, I also noticed that suddenly a whole lot of things were behaving weirdly in my finished project and I think this is causing it in several places. I don't think it's a feature though because, well, it was working before, and the code looks technically correct, and I checked the release notes and didn't see any 'breaking changes'.

  • This code works in r99 but not in r100 or r101:

    <img src="http://i.imgur.com/TIIwl.jpg" border="0" />

    Expected output:

    • created object with UID <uid>
    • picked object with UID <uid>

    Actual output:

    • created object with UID <uid>
  • Interesting, I have one of these that I never published because I was afraid of what you just described. So here's my suggestion:

    I needed to control the total number of particles spawned. I wanted to be able to fire 10 particles, then a little later 15, and so on. The existing particle count expression was not enough because it only counts existing particles. So I added a 'set max particles spawned' and 'reset max particles spawned counter' actions which just count the total number of particles spawned and wrap the spawning code in an if statement that doesn't spawn any over the maximum.

  • Ok this thread was stupid, please close, it wasn't the fonts causing it. See my 2 new thread for the actual issue.

  • Issue: using the preload audio action in C2 causes a black screen when exporting to appMobi direct canvas and testing on an iDevice. (it works fine in the xdk emulator though)

    Working capx of empty project with audio object:

    dropbox.com/s/sdjlp00kc5f86c3/c2dctest_audio_nopreload.capx

    Not working capx of the same project with an audio preload action:

    dropbox.com/s/58skf7pghcy0lx5/c2dctest_audio_preload.capx

    Again, I'm not sure who's to blame so I also posted it on the appmobi forums.

  • I'm making a new thread for this because my old one incorrectly identified the issue.

    Issue: putting special character (for example the ? copyright symbol) in a text object's text will cause a black screen when tested on an iDevice.

    I'm talking about the text object, not the text input box.

    Repro:

    1) Add a 'text' object to your project

    2) Export to appMobi direct canvas - everything should work fine

    3) Now change the text object text to ? and when you export to appMobi it will work fine in the emulator but once you try it on an actual iDevice you get a black screen

    Capx of a project with a text object and no special characters that works fine:

    dropbox.com/s/ncs4xhaoh4wdmlq/c2dctest_text_nospecialchar.capx

    Capx of the same project with the same text object but including a copyright symbol that causes a black screen:

    dropbox.com/s/e5itp92ivtgl3si/c2dctest_text_specialchar.capx

    I don't know if C2 or appMobi is to blame so I am posting about it in both forums: forums.appmobi.com/viewtopic.php

  • Hmm hang on I think I posted too early. Still getting some weird issues... sometimes it works, sometimes it doesn't I'm trying to find the real issue I don't think it's the font anymore. Maybe special characters... hmmm... I'll post again when I have a sample capx for you.

  • I'm not sure if it's a Construct or appMobi issue, so I also posted about it on their forums: forums.appmobi.com/viewtopic.php

    Textfields with non-standard fonts will cause a black screen when exported to appMobi directCanvas and played on an iDevice.

    Testing the same project in the appMobi XDK emulater works, it's just on the iDevice that it fails.

    Textfields with standard (eg Arial) fonts work.

    Once you have a textfield with a non-standard font, changing the font back to a default font (eg Arial) on the same textfield isn't enough. I actually have to delete and replace the textfield with a new one for it to work.

    It would be great if non-standard fonts automatically fall back to a system default font, or at least pop up an error when trying to export.

    And yes I know non-standard fonts won't show up on other people's devices. I use them locally anyways so I can design the screen the way I want it to look and then use set web font for other people. Which I know won't work on appMobi but I haven't thought about how to fix that yet... maybe bitmap fonts or as a last resort pngs or using default fonts.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I went through and checked, we only use _ and - which I assume would be ok.

    Anyways, I don't want to derail further here so I created my own thread: forums.appmobi.com/viewtopic.php

    Thanks for the help so far, hopefully we can solve this!

  • AppLab v3.4.4, just installed it this morning. Watching your adhoc tutorial now, think it's worth a shot?