Zharzew's Forum Posts

  • Zharzew

    What gamepad problems are you having with CocoonJS?

    I knew from Ouya developer release that the controller doesn't have all the normal input. After making a work around for that my Ouya controller worked with CocoonJS.

    jayderyu this happens when a button is pressed and held (using the 'has been pressed' command, it will repeatedly act like the button is being pressed. This only happens when using the gamepad and cocoonjs (ie ouya). It works correctly on everything else. I have simple test cases that prove it. I just don't think many people have tried using cocoonjs and ouya yet. This issue would come up. Ludei has been useless in helping. They don't even have a copy of Construct to help debug. So annoying.

  • mrchay This works great! Very easy with your instructions! :)

    It has the same issues as the current XDK Crosswalk export.

    1) Is there a way to get rid of the Android Status bar at the top of the screen?

    2) Is there a way to specify the screen orientation (ie locked vertical or horizontal). Right now, it rotates based on how you are holding the phone.

    Besides those, my game runs beautifully! Very similar to CocoonJS, without all the BS. This makes me very excited. Once the audio issues and the icon / app naming issues are solved (xmlmanifest), I think this is going to be the way to go for Android exports! Awesome work! And, thank you! :D

    P.S. I would be interested in Ouya support (which mostly means gamepad support). I have been having a hell of a time getting Ludei to fix their gamepad implementation, but they keep running me around in circles pointing the blame at other people. Annoying.

  • I am trying to implement the gamepad using CocoonJS for Ouya. It mostly works, but there is an issue where a button press and hold is triggering a button press over and over. This does not happen with any other exports (ie web browser, etc). Only on Ouya.

    Ashley, when I contacted Ludei they make it sound like it is possibly an issue on Scirra's side. I don't see why that would be, but they said their implementation of the gamepad is standard. But, their costumer service leaves a lot to be desired, so they could just be brushing me off. :/

    Can you think of any reason why 'On Button Pressed' would cause the button to think it is repeatedly being pressed? Do you think this is something on Ludei's side? As far as I can tell, it is impossible to get a button to think it is being pressed and held using the gamepad on Ouya. This is actually effecting the platform jump controls in my game, as it is impossible to do a 'full jump'.

    Thanks for your help.

  • IntelRobert Ashley

    Has anyone looked into the screen orientation (fixed portrait or landscape) or full screen (hide notification bar) issues that have been brought up by several people in this thread? No one has replied about those.

    Thanks!

  • The export through Crosswalk looks to be working now! Thanks guys!

    Performance is a little less than on CocoonJS, but promising! I am sure I can optimize more.

    The major issues I am seeing right now are ones I reported yesterday:

    • No Fullscreen (ie Status Bar can be seen always currently)
    • Screen Orientation is always set to 'both' (meaning a fixed Portrait or Landscape are based off of phone orientation; my game only works in Landscape and I would like to force it).

    Thank you IntelTyler, rscohn2, Ashley

  • I am also having the same issues as others where after waiting about 10 min, it just goes back to the prep screen with the Build App Now button. I never get a prompt to Download the APK or anything.

    Ashley

    Also, is there an option for Vertical, Horizontal, or Both orientations? When I use the Profile Preview on my phone, it only seems to use BOTH. I would think the Orientation settings in the Construct project would do something, but they don't seem to. :/

    And, there doesn't seem to be an option for 'Full Screen', as there is always the banner bar with the time, battery, etc. Is there a way to go into Full Screen?

  • Ah awesome! I have been importing them independently! Thank you Burvey !!!

  • I have been using Tiled to build my latest game, but since there is no support for layers, the workflow to get level (with collision), and background (with no collison) from Tiled is not very nice. Ashley are there plans to support layers from Tiled? Even if you only supported collision on / off for each layer (maybe by using layer tags), that would be huge. Or, a object command I turn collision for each layer on / off would work too.

    Anyways, better support for layers would be awesome! Thank you for all your hard wok.

  • keepee This is awesome! Great work! I would love to use this in a future project, if you decide to share the capx. :)

  • firebelly Are you using r138? If so, it completely hosed the 1.4 CocoonJS launcher. I am getting a very similar error and all I did was open up my project and re-export it. It was working fine with r137. I think Scirra and Ludei just need to get in sync.

  • A new version of A Storybook Garden has been posted. The level progression has been ramped up a bit, so getting to higher levels should be easier. There is a new 10x honeycomb that helps accomplish this.

    Please check it out, and let me know what you think!

    Thanks!

  • nemo I was having this same issue. The option in the root of your project (whatever your game is called) called 'Pause on Unfocus' should fix this issue of the game still running (along with music) when you were not using the app. It did for me, anyways.

  • Niko LOL, funny enough based on your previous feedback, and others that I have gotten, last night I added a super honeycomb (worth 10) and re-balanced the speed at which the game ramps in difficulty. I have not added 'seeking' flowers, but I might look into that. There are already flowers that 'move'. Actually, all of them do once you get to 200 I think.. I will have to check on that. Right now, it is really easy and fast to get to 200-300. Last night I was able to get over 600, in a couple minutes, which is what I was going for anyways.

    I was in the middle of fixing the leaderboards (another suggestion of yours) and some other small details last night before I got too tired. I will finish those changes up tonight and upload a new version.

    Thank you so much for your feedback, it has been very helpful. If you have any other suggestions, please don't hold back. I can take any criticism. This goes for anyone else reading this as well. I am not making this for myself, but for everyone else to enjoy! :)

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  • Niko Thank you for checking out the game, and for your kind words. I will look into having the game start out a little more difficult and ramp up from there. I have some other ideas on how to make it more engaging early on as well. For me, it is most fun at about 300+ honeycomb. Thanks again for your feedback. :)

  • I just posted my first finished Construct2 game up at Clay.io. I started this about two weeks ago, worked on it in my spare time and it took just over 20 hours to complete.    

    A Storybook Garden

    <img src="http://www.nickparde.com/storybook/screenshots/StorybookGarden_Screen_1.png" border="0">

    <img src="http://www.nickparde.com/storybook/screenshots/StorybookGarden_Screen_2.png" border="0">

    Let me know what you think! Can you collect 500 honeycomb? :)