Mike at BrashMonkey's Recent Forum Activity

  • Hi Seth,

    I'm guessing this is an obvious issue for you because you are combining two separate Spriter objects to create one character? (For example, upper body and legs for a run-n-gun game where the player can run while aiming in any direction)

    Have you provided your capx file to Lucid? ( ) This might be very useful for him to quickly assess the issue and come to a solution.

    Cheers,

    Mike at BrashMonkey

  • OK. Thanks Ashely,

    I guess we can only wait and try and put some public pressure on Microsoft to get it done then..

    Cheers,

    Mike

  • Hi everyone,

    Am I reading this incorrectly? http://advertising.microsoft.com/en/blo ... dows-phone

    To me it sounds like Microsoft finally upudated or released the SDK for ad support for windows phone aps...but I dont see mention of html5 or javascript so I'm not sure. Is there any update on or solution for putting ads in universal or windows phone specific aps?

    Thanks,

    Mike Parent

  • You can get a good worst case scenario by making the game for web, hosting it on a webpage, then browsing to the game on your mobile devices web browser.

    In my experience, exporting with anything, but currently especially cocoonjs should perform quite a lot better than the web version on your mobile device...so if your test game runs decently via the web on your mobile device, its safe to assume the final export will run better.

    Cheers,

    Mike

  • My bad. I accidentally left out a critical word in my initial suggestion:

    It should be: Animation "land" has FINISHED, set stuck in move to 0.

    Also, all events that change the animation should check to see if "stuck in move" = 0.

    Also, you could disable the platform movement behavior while the player is playing the land animation.

    I suggest you post your actual capx so someone can help more easily, you say you'e still working on it so you could have a whole new set of different problems in your events by the time someone tried to help you.

    If you don't want to post it, you could email it to and I'll help you resolve the issues.

    cheers,

    Mike

  • I use a variable as a simple "state machine" when controlling a character. I call the variable "stuckin-in-move" and set it to 1 whenever the player should not be able to control the character.

    For example:

    on land>set stuck-in-move to 1+play animation landed

    on animation "land" > set stuck-in-move to 0+set animation to idle

    Then all the controls that move the character or change its animation have a condition: does stuck-in-move=0

    If not, it wont let the players controls move the character or change his animations.

    On top of this, you could do: animation "land" is playing> set vectorY to 0

    cheers,

    Mike Parent

  • Hi everyone,

    Is anyone else here still using cocoonjS, and if so, have you managed to figure out any way for any app analytics support for IOS and Android apps compiled via CocoonJs?

    Thanks,

    Mike

  • no one?

  • Hi everyone,

    I have a game that's crashing on the splash-screen on my android device (compiled to .apk via cocoonjs ). I'd like to get a device log of the crash, but am having trouble finding a good tutorial for exactly how to run my game in test mode and then to retrieve the device log for the game so I can report the crash to Ludei.

    Anyone have a link to a good, thorough step my step tutorial that actual explains how to run the game, and where the log file can be found after the game crashes?

    Thanks very much.

    Mike

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  • I was one of the users with this issue. Any chance this Fluury plug-in can be updated to be compliant with Cocoonjs?

    Thanks,

    Mike Parent

  • Hi Everyone,

    Exporting with cocoonjs for IOS has been a repeated nightmare of having to constantly roll all the way back to C2 build 178, hand edit cocoonjs runtime.js files, and performing makeshift voodoo rituals for any pagan gods who might be listening in hopes that the game will run on IOS devices without just going to a black screen of death as soon as a full screen ad tries to load.

    The only combination I had working for a while was c2 build 178 with some hand edited version of the cocoonjsads plugin (which I've unfortunately lost after a computer death)

    So, is anyone successfully exporting their game via Cocoonjs (with fullscreen ads) for IOS, and if so, can you please tell me exactly what build of c2 you're using and also which cloud-compile version number (IE, 2.1.1 etc) and if possible, could you please also host your copy of the cocoonjsads plugin and its accompanying cocoonjs_prelude.js file?

    any help would be greatly appreciated.

    thank,

    Mike

  • Hi Newt. I appreciate you were trying to help, but due to a lack of familiarity with the issue you were not helping and I was trying to make it clear that you were on the wrong track due to a lack of knowledge of the issue, and therefore wasting your own time, and possibly derailing the conversation and making it less likely for someone else to help, thinking you had "resolved the issue".

    Also, my apologies if my use of caps was offensive, I'm an old fart and not used to the notion that caps for emphasis comes off as screaming to non ancient people.

    It is definitely not an IOS problem, and in fact, I found the solution. I had, a long time ago set the starting layout to the actual first layout of the game, instead of leaving it as "default". It seems, despite being unintuitive, this is the setting that makes the game restart from that layer when you maximize the game after having minimized it.

    So, that seems to be the actual answer and solution for the problem, which as you can see has nothing to do with an IOS problem, and certainly trying to program the game to save on exit and reload I a very hacky solution to accidentally setting the starting layout the wrong way in C2.

    This is why I was repeating myself, and why I was using caps for emphasis on the key topics I felt you were not considering carefully enough. None of it was meant to be rude or unappreciative, I was only trying to stay on point and not digress into issues that while seemed related to you, actually were not at all related.

    I really respect and appreciate your helpfulness and in general I'm sure you're very knowledgeable, and again, I apologize if my attempts to clarify the situation came off as rude.

    I do appreciate your helpfulness and hope I haven't offended you or decreased your likelihood of helping in the future.

    cheers,

    Mike

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Mike at BrashMonkey

Member since 16 Oct, 2010

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