wgfunstorm's Forum Posts

  • Well, since I have you here, I have an app exported through directCanvas that works in the emulator but just goes to a black screen on my iPad 1. Is there any sort of error console or debug mode on the iPad that can tell me what could be causing the issue? (sorry to hijack your thread Kmag!)

  • When I create a blank project and add the Browser object (without even using it) and export to AppMobi directCanvas, I get a black screen. If I remove the Browser object or export to AppMobi browser, then it works.

    Here's the error messages I get in the error console:

    Uncaught directCanvas error: document.addEventListener is not available in directCanvas canvas.html:401

    document.addEventListener canvas.html:401

    instanceProto.onCreate c2runtime.js:8374

    Runtime.load c2runtime.js:1323

    Runtime c2runtime.js:848

    cr.createDCRuntime c2runtime.js:2553

    (anonymous function)

    (anonymous function)

    Uncaught TypeError: Cannot set property 'width' of null c2runtime.js:1074

    Runtime.setSize c2runtime.js:1074

    (anonymous function)

    (anonymous function)

    CAPX dropbox.com/s/a4lp1d3hufb0z28/appmobibrowser.capx

    r100, latest Chrome, Win7 x64, AppMobi 3.4.0 b863

  • I have a question about one of the dev standards. It says;

    "Don't let the game's execution depend on any sound action/event, example, if you use the event "On sound ended" start game, this can cause a game to not function on devices/browsers because of the sound issues on the browser/device."

    However I notice that a lot of the games have VO like 'move to the 10th floor' where the floor number is randomized. I assume the sound is created by playing a 'move to the' sound clip followed by a 'Xth floor' sound clip picked depending on the floor number.

    How do we achieve this without relying on sound events? I mean I guess we could include a single sound file of every variation but that would increase download size. Or we could time the sound and include a timer, but then if the sound doesn't start immediately or for whatever other reason there is a slight delay, they will get out of sync.

  • Kyatric, please remove my Playtomic plugin from the list. I am no longer supporting it because the service is too unreliable and it will probably cease to exist completely within a month. I don't think anybody should use it anymore, instead I'm directing people to use Clay.io instead.

  • Thanks for the tip Epox. I tried Clay.io out today and it's working very nicely for me.

    <font color="red">This plugin is no longer supported!</font>

    <font color="blue">If you are looking for a replacement I recommend you use the excellent Clay.io instead!</font>

    Unfortunately Playtomic always had big reliability issues, and now their future is very uncertain. I wish them the best, but I had to make the hard decision to stop using them because it just wasn't working well enough. This plugin is no longer supported. That means there will be no more updates, I won't fix anything, and if you have questions unfortunately I won't be able to help you anymore.

  • Wow that was fast thanks! Count me as a fan.

  • Hey Austin, this sounds like it could become a fantastic plugin. However I'm experiencing several showstopper issues with it.

    1) Uploaded game information disappeared from my profile. I created 2 games ("Cake Star" and "funstormtest") on my developer account ("wgfunstorm"). Both showed up in the list of my games. Then I logged out & back in again. Now "funstormtest" has disappeared completely, and "Cake Star" shows up under a blank name (I know it's that one because if I check out the stats I see a custom metric that I created). It appears there is still a trace of "funstormtest" somewhere in the system because when I try to create a new game with the same name it says it's already taken. It's just nowhere to be found on my profile.

    2) I can't get it to work with multiple layouts:

    • Everything works fine on the first layout that I use the plugin on.
    • The problem arises when I attempt to use it on any subsequent layout. Although the 'Ready' expression still returns '1', the 'Clay.io Ready' condition does not trigger, and any attempts to log a custom metric don't show up in the statistics.
    • I tested this with a barebones project with just 2 layouts and 1 metric to log on each.
  • Including the official AJAX plugin in an otherwise blank project causes the black screen + reference error to appear. Looks like I'm having the same issue as basti. You mentioned above that this should be fixed, do you want another bug report or ... ?

    Using r97 and this test project dropbox.com/s/zmw3eifconulg7k/test.capx

  • I tried exporting my project tonight and get a ReferenceError: Can't find variable jQuery in the CocoonJS launcher.

    I assume a plugin is causing this... how can I find out which one? Cocoon doesn't tell me which code is causing it.

  • Cool thanks.

  • I use the set CSS style action on text boxes to change the font size as was recommended to me here.

    As of r95 it doesn't work anymore. I believe this is due to the quoted change because changing the layer scale changes the font size.

    I think if the user sets a font size manually, the automatic system should respect that.

    "Button, Text Box: now automatically adjusts the font size depending on the layer scale"

    CAPX: dropbox.com/s/gtifwnpqcqe4zfb/textboxresizefail.capx

  • Same here. It appears to be a new bug in r96 because the same file runs fine in r95.

  • Both of these do what I want. Thanks! Both of you are awesome.

  • Any news? Being able to change font + size + alignment would be fantastic.

    Cheers.

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  • Resizing a sprite into negatives by dragging the transformation handles in the layout view behaves as expected (the sprite becomes mirrored).

    Bug 1:

    Resizing a sprite into negatives by entering a negative value into the properties panel does not behave as expected (negative value gets automatically set to 1).

    Bug 2:

    Resizing a sprite into negatives by using a set size event does not behave as expected (sprite size doesn't change).

    Sample capx: dropbox.com/s/72uo8b90gm63937/resize.capx

    C2 r95 / Win7 64bit / Latest Chrome