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  • I would like to say that this is the single most useful plugin for c2.

    The way Pode handled this is pure genius and simply works. If you have a large application, especially for mobile this can turn c2 into a professional tool because it adds resource managment.

    I offered a reward to Pode because it saved my project that I was about to throw away and convert to another framework, he's such a nice guy that he didn't accept anything.

    Seriously guys this tools is a lifesaver, until Ashley write some sort of resource managment if you are developing for mobile this tools is compulsory for large projects and can drastically increase fps in slower phones.

    Kudos!

  • Well, I finally got this, turns out I made a mistake.

    The new phoneGap (renamed Cordova) has two different js, one for iOS and the other for Android which are not interchangable. Be careful when developing for both!

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  • Ashley I fixed it but I need your input. Basically c2 works perfectly, the problem is that this event:

    document.addEventListener("deviceready", function () {},false};

    Never fires! I tried also with true at the end after reading a question on stack overflow. But with no luck.

    I ended up using jQuery .ready and everything works as expected. It's very strange nevertheless as the standard example of PhoneGap works perfectly with deviceready.

    I hope I helped someone to avoid wasting 2 hours trying to figure out this thing.

  • After hours upon hours of testing I can say that c2 DOESN'T work on the iPhone with the latest phoneGap (1.5.0).

    On the simulator it works perfectly, once built and sent to the device it does not, and it's a construct problem, it looks (say it looks because it's IMPOSSIBLE TO DEBUG) like something throws an error and the screen remains blank. I tried to remove any reference to c2 and the "Your browser doesn't..." string appears perfectly (so no memory problem as all the assets are still in the app.

    Someone has any idea about this? Ashley, how do I debug c2? Possibly with some try catch blocks? Has someone been successful on testing ON the actual device (not on the simulator)?

    Thanks

  • Thanks Ashley, not a very big deal, as without the images the game is around 1mb with sounds I can manage to "compile" it.

    You may consider this for a future version though.

    The inject plugin is genious and is a lifesaver for advanced user that need more flexibility in memory managment.

  • Iphone I've fixed the issue and I was able to dynamically load assets at runtime! Still it would be helpful to have a way to debug on local preview I wait for Ashley to tell me where are the assets for local preview stored.

  • My problem is different, I need to understand how c2 loads stuff.

    If I "compile" for html5 and add my directory it works like a charme.

    Inject "myfolder/myasset.png"

    In local preview it does not because I don't know where c2 starts (so I can't put files relative to it's directory).

    I also have a big problem with PhoneGap iOS, loading with inject hangs c2 because it can't find the image, in theory from the phonegap docs everything under the www/ directory is trated locally but it doesn't work. It looks like it can't find files while in reality they should be there.

  • I'm lazy loading images to avoid preloading, to test on local preview I need to copy my files in a directory relative to the server preview which looks like it start from somewhere which is not the project directory. Where it is loaded from? Thanks!

  • Pode Ok I see, I need something relative though, I'm experimenting with assets loading as I would like something relative in order to have it load from phonegap.

    Like image_to_load = 'images/image.png' I'll let you know.

    You are a life saver!

  • Unable to load plugin in XXX: Found 'GetPluginSettings' global, but it is not a function.

    This plugin will not be available in the editor.

    EDIT: Disregard my ignorance.. I leave this in case somebody has the same problem. This is a Behavior not a plugin, so it goes in the behaviors folder!

  • Pode I was actually looking at yours and at the loadURL plugins to solve my problems. Basically I don't need to have 50mb of images at runtime since the application is procedurally generated at runtime showing only ONE image (60kb) out of the thousands I have so your plugin could be a saver. Now my only problem is to understand from where c2 loads images locally, it looks like image.png from preview and images/image.png from "compiled".

    Also is it possible to build the image name from variables?

  • Ahahaha kudos to Ashley!

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0plus1

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